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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,4 +1,6 @@
|
||||
.local
|
||||
impostor.lua
|
||||
impostor.original.lua
|
||||
prompts
|
||||
docs
|
||||
minify.lua
|
||||
66
.luacheckrc
Normal file
66
.luacheckrc
Normal file
@@ -0,0 +1,66 @@
|
||||
-- .luacheckrc
|
||||
-- Configuration for luacheck
|
||||
|
||||
globals = {
|
||||
"Focus",
|
||||
"Util",
|
||||
"Decision",
|
||||
"Situation",
|
||||
"Screen",
|
||||
"Sprite",
|
||||
"UI",
|
||||
"Print",
|
||||
"Input",
|
||||
"Audio",
|
||||
"Config",
|
||||
"Context",
|
||||
"Meter",
|
||||
"Minigame",
|
||||
"Window",
|
||||
"SplashWindow",
|
||||
"IntroWindow",
|
||||
"MenuWindow",
|
||||
"GameWindow",
|
||||
"PopupWindow",
|
||||
"ConfigurationWindow",
|
||||
"AudioTestWindow",
|
||||
"MinigameButtonMashWindow",
|
||||
"MinigameRhythmWindow",
|
||||
"MinigameDDRWindow",
|
||||
"mset",
|
||||
"mget",
|
||||
"btnp",
|
||||
"keyp",
|
||||
"music",
|
||||
"sfx",
|
||||
"spr",
|
||||
"rect",
|
||||
"rectb",
|
||||
"circ",
|
||||
"circb",
|
||||
"cls",
|
||||
"tri",
|
||||
"pix",
|
||||
"line",
|
||||
"Songs",
|
||||
"frame_from_beat",
|
||||
"beats_to_pattern",
|
||||
"MapBedroom",
|
||||
"TIC",
|
||||
"exit",
|
||||
"trace",
|
||||
"index_menu",
|
||||
"Map",
|
||||
"map",
|
||||
}
|
||||
|
||||
|
||||
|
||||
-- Exclude certain warnings globally
|
||||
exclude_warnings = {
|
||||
"undefined_global", -- Will be covered by 'globals' table
|
||||
"redefined_loop_variable", -- Common in Lua for iterators
|
||||
}
|
||||
|
||||
-- Options for unused variables
|
||||
std = "lua51" -- Assuming Lua 5.1, common for TIC-80
|
||||
5
.vscode/settings.json
vendored
5
.vscode/settings.json
vendored
@@ -14,7 +14,10 @@
|
||||
"inc/?.lua"
|
||||
],
|
||||
"Lua.diagnostics.disable": [
|
||||
"undefined-global"
|
||||
"undefined-global",
|
||||
"undefined-doc-param",
|
||||
"undefined-doc-name",
|
||||
"luadoc-miss-param-name"
|
||||
],
|
||||
"python.autoComplete.extraPaths": [
|
||||
"${workspaceFolder}/sources/poky/bitbake/lib",
|
||||
|
||||
@@ -10,6 +10,7 @@ steps:
|
||||
environment:
|
||||
XDG_RUNTIME_DIR: /tmp
|
||||
commands:
|
||||
- 'apt install lua'
|
||||
- 'make ci-export'
|
||||
|
||||
- name: artifact
|
||||
|
||||
@@ -55,7 +55,7 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
|
||||
|
||||
---
|
||||
|
||||
# Impostor Minigames Documentation
|
||||
# Impostor Minigame Documentation
|
||||
|
||||
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
|
||||
|
||||
@@ -74,7 +74,7 @@ This document provides comprehensive documentation for all three minigames imple
|
||||
|
||||
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
|
||||
|
||||
- **Overlay rendering** - Minigames render over the current game window
|
||||
- **Overlay rendering** - Minigame render over the current game window
|
||||
- **Progress tracking** - Visual indicators show completion status
|
||||
- **Return mechanism** - Automatic return to the calling window upon completion
|
||||
- **Visual feedback** - Button presses and hits are visually indicated
|
||||
|
||||
128
Makefile
128
Makefile
@@ -6,9 +6,13 @@ PROJECT = impostor
|
||||
|
||||
ORDER = $(PROJECT).inc
|
||||
OUTPUT = $(PROJECT).lua
|
||||
OUTPUT_ORIGINAL = $(PROJECT).original.lua
|
||||
OUTPUT_ZIP = $(PROJECT).html.zip
|
||||
OUTPUT_TIC = $(PROJECT).tic
|
||||
|
||||
MINIFY = minify.lua
|
||||
MINIFY_URL = https://raw.githubusercontent.com/ztimar31/lua-minify-tic80/refs/heads/master/minify.lua
|
||||
|
||||
SRC_DIR = inc
|
||||
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
|
||||
|
||||
@@ -16,6 +20,9 @@ ASSETS_LUA = inc/meta/meta.assets.lua
|
||||
ASSETS_DIR = assets
|
||||
ASSET_TYPES = tiles sprites sfx music
|
||||
|
||||
LINT_TMP_LUA := /tmp/_lint_combined.lua
|
||||
LINT_TMP_MAP := /tmp/_lint_map.txt
|
||||
|
||||
# CI/CD variables
|
||||
VERSION_FILE = .version
|
||||
GAME_LANG ?= lua
|
||||
@@ -36,7 +43,19 @@ $(OUTPUT): $(SRC) $(ORDER)
|
||||
echo "" >> $(OUTPUT); \
|
||||
done
|
||||
|
||||
export: build
|
||||
$(MINIFY):
|
||||
@echo "==> Downloading $(MINIFY)"
|
||||
@curl -fsSL $(MINIFY_URL) -o $(MINIFY)
|
||||
|
||||
minify: $(OUTPUT_ORIGINAL)
|
||||
|
||||
$(OUTPUT_ORIGINAL): $(SRC) $(ORDER) $(MINIFY)
|
||||
@$(MAKE) build
|
||||
@echo "==> Minifying $(OUTPUT)"
|
||||
@cp $(OUTPUT) $(OUTPUT_ORIGINAL)
|
||||
@lua $(MINIFY) minify $(OUTPUT_ORIGINAL) > $(OUTPUT)
|
||||
|
||||
export: build minify
|
||||
@if [ -z "$(VERSION)" ]; then \
|
||||
echo "ERROR: VERSION not set!"; \
|
||||
exit 1; \
|
||||
@@ -55,8 +74,8 @@ export: build
|
||||
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
|
||||
|
||||
watch:
|
||||
make build
|
||||
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
|
||||
$(MAKE) build
|
||||
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
|
||||
|
||||
import_assets: $(OUTPUT)
|
||||
@TIC_CMD="load $(OUTPUT) &"; \
|
||||
@@ -76,6 +95,69 @@ define f_export_asset_awk
|
||||
cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3)
|
||||
endef
|
||||
|
||||
lint:
|
||||
@echo "==> Merging..."
|
||||
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
|
||||
@touch $(LINT_TMP_LUA)
|
||||
@line=1; \
|
||||
while IFS= read -r f || [ -n "$$f" ]; do \
|
||||
f=$$(printf '%s' "$$f" | tr -d '\r'); \
|
||||
[ -z "$$f" ] && continue; \
|
||||
before=$$(wc -l < $(LINT_TMP_LUA)); \
|
||||
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
|
||||
printf '\n' >> $(LINT_TMP_LUA); \
|
||||
after=$$(wc -l < $(LINT_TMP_LUA)); \
|
||||
linecount=$$((after - before)); \
|
||||
echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \
|
||||
line=$$((line + linecount)); \
|
||||
done < $(ORDER)
|
||||
@echo "==> luacheck..."
|
||||
@LINT_OUTPUT=$$(luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
|
||||
BEGIN { \
|
||||
NR_map = 0; \
|
||||
while ((getline line < map) > 0) { \
|
||||
n = split(line, a, " "); \
|
||||
start[NR_map] = a[1]+0; \
|
||||
count[NR_map] = a[2]+0; \
|
||||
fname[NR_map] = a[3]; \
|
||||
NR_map++; \
|
||||
} \
|
||||
} \
|
||||
/^[^:]+:[0-9]+:[0-9]+:/ { \
|
||||
colon1 = index($$0, ":"); \
|
||||
rest1 = substr($$0, colon1+1); \
|
||||
colon2 = index(rest1, ":"); \
|
||||
absline = substr(rest1, 1, colon2-1) + 0; \
|
||||
rest2 = substr(rest1, colon2+1); \
|
||||
colon3 = index(rest2, ":"); \
|
||||
col = substr(rest2, 1, colon3-1); \
|
||||
rest = substr(rest2, colon3); \
|
||||
found = 0; \
|
||||
for (i = 0; i < NR_map; i++) { \
|
||||
end_line = start[i] + count[i] -1; \
|
||||
if (absline >= start[i] && absline <= end_line) { \
|
||||
relline = absline - start[i] + 1; \
|
||||
print fname[i] ":" relline ":" col ":" rest; \
|
||||
found = 1; \
|
||||
break; \
|
||||
} \
|
||||
} \
|
||||
if (!found) print $$0; \
|
||||
next; \
|
||||
} \
|
||||
{ print } \
|
||||
'); \
|
||||
echo "$$LINT_OUTPUT"; \
|
||||
NUM_ISSUES=$$(echo "$$LINT_OUTPUT" | grep -cE "^[^:]+:[0-9]+:[0-9]+:"); \
|
||||
if [ "$$NUM_ISSUES" -gt 0 ]; then \
|
||||
echo "Total: $$NUM_ISSUES issue(s) found, commit aborted."; \
|
||||
exit 1; \
|
||||
else \
|
||||
echo "Checking /tmp/_lint_combined.lua OK"; \
|
||||
echo "Total: 0 warnings / 0 errors in 1 file"; \
|
||||
fi
|
||||
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
|
||||
|
||||
export_assets:
|
||||
# $(OUTPUT) would be a circular dependency
|
||||
@test -e $(OUTPUT)
|
||||
@@ -90,12 +172,12 @@ export_assets:
|
||||
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
|
||||
|
||||
clean:
|
||||
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
|
||||
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT) $(OUTPUT_MIN) $(PROJECT).original.lua
|
||||
@echo "==> Cleaned build artifacts"
|
||||
|
||||
# CI/CD Targets
|
||||
ci-version:
|
||||
@VERSION=$$(sed -n "s/^-- version: //p" inc-meta-meta.header.lua | head -n 1 | tr -d "[:space:]"); \
|
||||
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
|
||||
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
|
||||
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
|
||||
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
|
||||
@@ -125,12 +207,32 @@ ci-update:
|
||||
echo "==> Triggering update for version $$VERSION"; \
|
||||
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
|
||||
|
||||
.PHONY: all build export watch import_assets export_assets clean ci-version ci-export ci-upload ci-update
|
||||
install_precommit_hook:
|
||||
@echo "Installing Git pre-commit hook (lint check)..."
|
||||
@mkdir -p .git/hooks
|
||||
@printf '#!/bin/bash\n' > .git/hooks/pre-commit
|
||||
@printf 'echo "Running lint before commit..."\n' >> .git/hooks/pre-commit
|
||||
@printf 'make lint\n' >> .git/hooks/pre-commit
|
||||
@printf 'if [ $$? -ne 0 ]; then\n' >> .git/hooks/pre-commit
|
||||
@printf ' echo "Lint failed! Commit aborted."\n' >> .git/hooks/pre-commit
|
||||
@printf ' exit 1\n' >> .git/hooks/pre-commit
|
||||
@printf 'fi\n' >> .git/hooks/pre-commit
|
||||
@chmod +x .git/hooks/pre-commit
|
||||
@echo "Pre-commit hook installed successfully."
|
||||
|
||||
#-- <WAVES>
|
||||
#-- 000:224578acdeeeeddcba95434567653100
|
||||
#-- </WAVES>
|
||||
#
|
||||
#-- <SFX>
|
||||
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
|
||||
#-- </SFX>
|
||||
docs: build
|
||||
@echo "==> Checking for ldoc..."
|
||||
@if ! command -v ldoc &> /dev/null; then \
|
||||
echo "ldoc not found, attempting to install with luarocks..."; \
|
||||
if command -v luarocks &> /dev/null; then \
|
||||
luarocks install ldoc; \
|
||||
else \
|
||||
echo "Error: luarocks not found. Please install luarocks and then ldoc manually."; \
|
||||
exit 1; \
|
||||
fi; \
|
||||
fi
|
||||
@echo "==> Running ldoc..."
|
||||
@ldoc ${OUTPUT} -d docs
|
||||
@echo "==> Documentation generated."
|
||||
|
||||
.PHONY: all build minify export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
|
||||
|
||||
46
impostor.inc
46
impostor.inc
@@ -1,30 +1,40 @@
|
||||
meta/meta.header.lua
|
||||
init/init.modules.lua
|
||||
init/init.module.lua
|
||||
init/init.config.lua
|
||||
init/init.minigame.lua
|
||||
init/init.meter.lua
|
||||
init/init.context.lua
|
||||
system/system.util.lua
|
||||
init/init.windows.lua
|
||||
desition/desition.manager.lua
|
||||
desition/desition.go_to_home.lua
|
||||
desition/desition.go_to_toilet.lua
|
||||
desition/desition.go_to_walking_to_office.lua
|
||||
desition/desition.go_to_office.lua
|
||||
desition/desition.go_to_walking_to_home.lua
|
||||
desition/desition.play_button_mash.lua
|
||||
desition/desition.play_rhythm.lua
|
||||
desition/desition.play_ddr.lua
|
||||
system/system.print.lua
|
||||
system/system.input.lua
|
||||
system/system.focus.lua
|
||||
system/system.ui.lua
|
||||
audio/audio.manager.lua
|
||||
audio/audio.songs.lua
|
||||
sprite/sprite.manager.lua
|
||||
sprite/sprite.norman.lua
|
||||
situation/situation.manager.lua
|
||||
situation/situation.drink_coffee.lua
|
||||
decision/decision.manager.lua
|
||||
decision/decision.have_a_coffee.lua
|
||||
decision/decision.go_to_home.lua
|
||||
decision/decision.go_to_toilet.lua
|
||||
decision/decision.go_to_walking_to_office.lua
|
||||
decision/decision.go_to_office.lua
|
||||
decision/decision.go_to_walking_to_home.lua
|
||||
decision/decision.play_button_mash.lua
|
||||
decision/decision.play_rhythm.lua
|
||||
decision/decision.play_ddr.lua
|
||||
map/map.manager.lua
|
||||
map/map.bedroom.lua
|
||||
screen/screen.manager.lua
|
||||
screen/screen.home.lua
|
||||
screen/screen.toilet.lua
|
||||
screen/screen.walking_to_office.lua
|
||||
screen/screen.office.lua
|
||||
screen/screen.walking_to_home.lua
|
||||
init/init.context.lua
|
||||
data/data.songs.lua
|
||||
system/system.print.lua
|
||||
system/system.input.lua
|
||||
system/system.audio.lua
|
||||
system/system.ui.lua
|
||||
map/map.bedroom.lua
|
||||
window/window.manager.lua
|
||||
window/window.register.lua
|
||||
window/window.splash.lua
|
||||
window/window.intro.lua
|
||||
window/window.menu.lua
|
||||
|
||||
43
inc/audio/audio.manager.lua
Normal file
43
inc/audio/audio.manager.lua
Normal file
@@ -0,0 +1,43 @@
|
||||
--- @section Audio
|
||||
|
||||
--- Stops current music.
|
||||
--- @within Audio
|
||||
function Audio.music_stop() music() end
|
||||
--- Plays main menu music.
|
||||
--- @within Audio
|
||||
function Audio.music_play_mainmenu() end
|
||||
--- Plays waking up music.
|
||||
--- @within Audio
|
||||
function Audio.music_play_wakingup() end
|
||||
--- Plays room morning music.
|
||||
--- @within Audio
|
||||
function Audio.music_play_room_morning() end
|
||||
--- Plays room street 1 music.
|
||||
--- @within Audio
|
||||
function Audio.music_play_room_street_1() end
|
||||
--- Plays room street 2 music.
|
||||
--- @within Audio
|
||||
function Audio.music_play_room_street_2() end
|
||||
--- Plays room music.
|
||||
-- TODO: function name is incomplete, determine the correct room identifier
|
||||
--- @within Audio
|
||||
function Audio.music_play_room_() end
|
||||
--- Plays room work music.
|
||||
--- @within Audio
|
||||
function Audio.music_play_room_work() end
|
||||
|
||||
--- Plays select sound effect.
|
||||
--- @within Audio
|
||||
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
||||
--- Plays deselect sound effect.
|
||||
--- @within Audio
|
||||
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
||||
--- Plays beep sound effect.
|
||||
--- @within Audio
|
||||
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
||||
--- Plays success sound effect.
|
||||
--- @within Audio
|
||||
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
||||
--- Plays bloop sound effect.
|
||||
--- @within Audio
|
||||
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
||||
@@ -1,6 +1,7 @@
|
||||
--- @section Songs
|
||||
|
||||
-- DDR Arrow Spawn Patterns
|
||||
-- Each song defines when arrows should spawn, synced to music beats
|
||||
|
||||
Songs = {
|
||||
-- Example song pattern
|
||||
test_song = {
|
||||
@@ -8,7 +9,6 @@ Songs = {
|
||||
bpm = 120, -- Beats per minute (for reference)
|
||||
fps = 60, -- Frames per second (TIC-80 default)
|
||||
end_frame = 570, -- Frame when song ends (last note)
|
||||
|
||||
-- Arrow spawn pattern
|
||||
-- Each entry defines when (in frames) and which direction arrow spawns
|
||||
-- Formula: frame = (beat / bpm) * 60 * fps
|
||||
@@ -19,13 +19,11 @@ Songs = {
|
||||
{frame = 60, dir = "down"},
|
||||
{frame = 90, dir = "up"},
|
||||
{frame = 120, dir = "right"},
|
||||
|
||||
-- Beat 5-8 (faster)
|
||||
{frame = 135, dir = "left"},
|
||||
{frame = 150, dir = "right"},
|
||||
{frame = 165, dir = "left"},
|
||||
{frame = 180, dir = "right"},
|
||||
|
||||
-- Beat 9-12 (complex pattern)
|
||||
{frame = 210, dir = "left"},
|
||||
{frame = 210, dir = "right"}, -- simultaneous
|
||||
@@ -33,7 +31,6 @@ Songs = {
|
||||
{frame = 240, dir = "down"}, -- simultaneous
|
||||
{frame = 270, dir = "left"},
|
||||
{frame = 300, dir = "right"},
|
||||
|
||||
-- Beat 13-16 (rapid sequence)
|
||||
{frame = 330, dir = "left"},
|
||||
{frame = 345, dir = "down"},
|
||||
@@ -43,7 +40,6 @@ Songs = {
|
||||
{frame = 405, dir = "down"},
|
||||
{frame = 420, dir = "up"},
|
||||
{frame = 435, dir = "right"},
|
||||
|
||||
-- Beat 17-20 (finale)
|
||||
{frame = 465, dir = "up"},
|
||||
{frame = 465, dir = "down"},
|
||||
@@ -60,7 +56,6 @@ Songs = {
|
||||
bpm = 120, -- Beats per minute (for reference)
|
||||
fps = 60, -- Frames per second (TIC-80 default)
|
||||
end_frame = 570, -- Frame when song ends (last note)
|
||||
|
||||
-- Arrow spawn pattern
|
||||
-- Each entry defines when (in frames) and which direction arrow spawns
|
||||
-- Formula: frame = (beat / bpm) * 60 * fps
|
||||
@@ -71,13 +66,11 @@ Songs = {
|
||||
{frame = 60, dir = "down"},
|
||||
{frame = 90, dir = "up"},
|
||||
{frame = 120, dir = "right"},
|
||||
|
||||
-- Beat 5-8 (faster)
|
||||
{frame = 135, dir = "left"},
|
||||
{frame = 150, dir = "right"},
|
||||
{frame = 165, dir = "left"},
|
||||
{frame = 180, dir = "right"},
|
||||
|
||||
-- Beat 9-12 (complex pattern)
|
||||
{frame = 210, dir = "left"},
|
||||
{frame = 210, dir = "right"}, -- simultaneous
|
||||
@@ -85,7 +78,6 @@ Songs = {
|
||||
{frame = 240, dir = "down"}, -- simultaneous
|
||||
{frame = 270, dir = "left"},
|
||||
{frame = 300, dir = "right"},
|
||||
|
||||
-- Beat 13-16 (rapid sequence)
|
||||
{frame = 330, dir = "left"},
|
||||
{frame = 345, dir = "down"},
|
||||
@@ -95,7 +87,6 @@ Songs = {
|
||||
{frame = 405, dir = "down"},
|
||||
{frame = 420, dir = "up"},
|
||||
{frame = 435, dir = "right"},
|
||||
|
||||
-- Beat 17-20 (finale)
|
||||
{frame = 465, dir = "up"},
|
||||
{frame = 465, dir = "down"},
|
||||
@@ -117,8 +108,12 @@ Songs = {
|
||||
}
|
||||
}
|
||||
|
||||
-- Helper function to calculate frame from beat
|
||||
-- Usage: frame_from_beat(beat_number, bpm, fps)
|
||||
--- Converts beats to frames.
|
||||
--- @within Songs
|
||||
--- @param beat number The beat number.
|
||||
--- @param bpm number Beats per minute.
|
||||
--- @param[opt] fps number Frames per second (default: 60).
|
||||
--- @return number The corresponding frame number.
|
||||
function frame_from_beat(beat, bpm, fps)
|
||||
fps = fps or 60
|
||||
local seconds_per_beat = 60 / bpm
|
||||
@@ -126,8 +121,17 @@ function frame_from_beat(beat, bpm, fps)
|
||||
return math.floor(beat * frames_per_beat)
|
||||
end
|
||||
|
||||
-- Helper function to convert simple beat notation to frame pattern
|
||||
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
|
||||
--- Converts beat notation to frame pattern.
|
||||
--- @within Songs
|
||||
--- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
|
||||
--- @param beats.1 number The beat number.
|
||||
--- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
|
||||
--- @param bpm number Beats per minute.
|
||||
--- @param[opt] fps number Frames per second (default: 60).
|
||||
--- @return result table The generated pattern or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * frame (number) The frame number when the arrow should spawn.<br/>
|
||||
--- * dir (string) Arrow direction ("left", "down", "up", or "right").<br/>
|
||||
function beats_to_pattern(beats, bpm, fps)
|
||||
fps = fps or 60
|
||||
local pattern = {}
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_home",
|
||||
label = "Go to Home",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("home")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_office",
|
||||
label = "Go to Office",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("office")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_toilet",
|
||||
label = "Go to Toilet",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("toilet")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_walking_to_home",
|
||||
label = "Go to Walking to home",
|
||||
label = "Walking to home",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("walking_to_home")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_walking_to_office",
|
||||
label = "Go to Walking to office",
|
||||
label = "Walking to office",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("walking_to_office")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
8
inc/decision/decision.have_a_coffee.lua
Normal file
8
inc/decision/decision.have_a_coffee.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
Decision.register({
|
||||
id = "have_a_coffee",
|
||||
label = "Have a Coffee",
|
||||
handle = function()
|
||||
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
|
||||
Context.game.current_situation = new_situation_id
|
||||
end,
|
||||
})
|
||||
100
inc/decision/decision.manager.lua
Normal file
100
inc/decision/decision.manager.lua
Normal file
@@ -0,0 +1,100 @@
|
||||
--- @section Decision
|
||||
local _decisions = {}
|
||||
|
||||
--- Registers a decision definition.
|
||||
--- @within Decision
|
||||
--- @param decision table The decision data table.
|
||||
--- @param decision.id string Unique decision identifier.
|
||||
--- @param decision.label string Display text for the decision.
|
||||
--- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true.
|
||||
--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
|
||||
function Decision.register(decision)
|
||||
if not decision or not decision.id then
|
||||
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
|
||||
return
|
||||
end
|
||||
if not decision.label then
|
||||
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
|
||||
return
|
||||
end
|
||||
|
||||
if not decision.condition then
|
||||
decision.condition = function() return true end
|
||||
end
|
||||
if not decision.handle then
|
||||
decision.handle = function() end
|
||||
end
|
||||
if _decisions[decision.id] then
|
||||
trace("Warning: Overwriting decision with id: " .. decision.id)
|
||||
end
|
||||
_decisions[decision.id] = decision
|
||||
end
|
||||
|
||||
--- Gets a decision by ID.
|
||||
--- @within Decision
|
||||
--- @param id string The ID of the decision.
|
||||
--- @return table|nil result The decision table or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique decision identifier.<br/>
|
||||
--- * label (string) Display text for the decision.<br/>
|
||||
--- * condition (function) Returns true if decision is available.<br/>
|
||||
--- * handle (function) Called when the decision is selected.
|
||||
function Decision.get_by_id(id)
|
||||
return _decisions[id]
|
||||
end
|
||||
|
||||
--- Gets all registered decisions.
|
||||
--- @within Decision
|
||||
--- @return result table A table of all registered decisions, indexed by their IDs. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique decision identifier.<br/>
|
||||
--- * label (string) Display text for the decision.<br/>
|
||||
--- * condition (function) Returns true if decision is available.<br/>
|
||||
--- * handle (function) Called when the decision is selected.
|
||||
function Decision.get_all()
|
||||
return _decisions
|
||||
end
|
||||
|
||||
--- Gets decision objects based on a screen's data.
|
||||
--- @within Decision
|
||||
--- @param screen_data table The data for the screen.
|
||||
--- @param screen_data.decisions table Array of decision ID strings.
|
||||
--- @return result table An array of decision objects relevant to the screen or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique decision identifier.<br/>
|
||||
--- * label (string) Display text for the decision.<br/>
|
||||
--- * condition (function) Returns true if decision is available.<br/>
|
||||
--- * handle (function) Called when the decision is selected.<br/>
|
||||
function Decision.get_for_screen(screen_data)
|
||||
if not screen_data or not screen_data.decisions then
|
||||
return {}
|
||||
end
|
||||
|
||||
local screen_decisions = {}
|
||||
for _, decision_id in ipairs(screen_data.decisions) do
|
||||
local decision = Decision.get_by_id(decision_id)
|
||||
if decision then
|
||||
table.insert(screen_decisions, decision)
|
||||
end
|
||||
end
|
||||
return screen_decisions
|
||||
end
|
||||
|
||||
--- Filters a list of decision objects based on their condition function.
|
||||
--- @within Decision
|
||||
--- @param decisions_list table A table of decision objects.
|
||||
--- @return result table An array of decisions for which condition() is true or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique decision identifier.<br/>
|
||||
--- * label (string) Display text for the decision.<br/>
|
||||
--- * condition (function) Returns true if decision is available.<br/>
|
||||
--- * handle (function) Called when the decision is selected.<br/>
|
||||
function Decision.filter_available(decisions_list)
|
||||
local available = {}
|
||||
for _, decision in ipairs(decisions_list) do
|
||||
if decision and decision.condition() then
|
||||
table.insert(available, decision)
|
||||
end
|
||||
end
|
||||
return available
|
||||
end
|
||||
12
inc/decision/decision.play_button_mash.lua
Normal file
12
inc/decision/decision.play_button_mash.lua
Normal file
@@ -0,0 +1,12 @@
|
||||
Decision.register({
|
||||
id = "play_button_mash",
|
||||
label = "Play Button Mash",
|
||||
handle = function()
|
||||
Meter.hide()
|
||||
MinigameButtonMashWindow.start("game", {
|
||||
focus_center_x = Config.screen.width / 2,
|
||||
focus_center_y = Config.screen.height / 2,
|
||||
focus_initial_radius = 0,
|
||||
})
|
||||
end,
|
||||
})
|
||||
5
inc/decision/decision.play_ddr.lua
Normal file
5
inc/decision/decision.play_ddr.lua
Normal file
@@ -0,0 +1,5 @@
|
||||
Decision.register({
|
||||
id = "play_ddr",
|
||||
label = "Play DDR (Random)",
|
||||
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
|
||||
})
|
||||
12
inc/decision/decision.play_rhythm.lua
Normal file
12
inc/decision/decision.play_rhythm.lua
Normal file
@@ -0,0 +1,12 @@
|
||||
Decision.register({
|
||||
id = "play_rhythm",
|
||||
label = "Play Rhythm Game",
|
||||
handle = function()
|
||||
Meter.hide()
|
||||
MinigameRhythmWindow.start("game", {
|
||||
focus_center_x = Config.screen.width / 2,
|
||||
focus_center_y = Config.screen.height / 2,
|
||||
focus_initial_radius = 0,
|
||||
})
|
||||
end,
|
||||
})
|
||||
@@ -1,42 +0,0 @@
|
||||
DesitionManager = {}
|
||||
|
||||
local _desitions = {} -- Private table to store all desitions
|
||||
|
||||
-- Registers a decision object with the manager
|
||||
-- desition_object: A table containing id, label, handle(), and condition()
|
||||
function DesitionManager.register(desition_object)
|
||||
if not desition_object or not desition_object.id then
|
||||
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
|
||||
return
|
||||
end
|
||||
if not desition_object.label then
|
||||
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
|
||||
return
|
||||
end
|
||||
|
||||
-- Ensure handle() and condition() methods exist with defaults if missing
|
||||
if not desition_object.condition then
|
||||
desition_object.condition = function() return true end
|
||||
end
|
||||
if not desition_object.handle then
|
||||
desition_object.handle = function() end
|
||||
end
|
||||
|
||||
if _desitions[desition_object.id] then
|
||||
-- Optional: warning if overwriting an existing desition
|
||||
-- trace("Warning: Overwriting desition with id: " .. desition_object.id)
|
||||
end
|
||||
_desitions[desition_object.id] = desition_object
|
||||
end
|
||||
|
||||
-- Retrieves a desition by its id
|
||||
-- id: unique string identifier of the desition
|
||||
-- Returns the desition object, or nil if not found
|
||||
function DesitionManager.get(id)
|
||||
return _desitions[id]
|
||||
end
|
||||
|
||||
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
|
||||
function DesitionManager.get_all()
|
||||
return _desitions
|
||||
end
|
||||
@@ -1,6 +0,0 @@
|
||||
DesitionManager.register({
|
||||
id = "play_button_mash",
|
||||
label = "Play Button Mash",
|
||||
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,6 +0,0 @@
|
||||
DesitionManager.register({
|
||||
id = "play_ddr",
|
||||
label = "Play DDR (Random)",
|
||||
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,6 +0,0 @@
|
||||
DesitionManager.register({
|
||||
id = "play_rhythm",
|
||||
label = "Play Rhythm Game",
|
||||
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,55 +1,59 @@
|
||||
local DEFAULT_CONFIG = {
|
||||
Config = {}
|
||||
|
||||
--- Return initial data for Config
|
||||
--- @within Config
|
||||
function Config.initial_data()
|
||||
return {
|
||||
screen = {
|
||||
width = 240,
|
||||
height = 136
|
||||
},
|
||||
colors = {
|
||||
black = 0,
|
||||
black = 2,
|
||||
light_grey = 13,
|
||||
dark_grey = 14,
|
||||
green = 6,
|
||||
item = 12 -- yellow
|
||||
},
|
||||
player = {
|
||||
sprite_id = 1
|
||||
red = 0,
|
||||
light_blue = 7,
|
||||
blue = 9,
|
||||
white = 12,
|
||||
item = 12,
|
||||
meter_bg = 12
|
||||
},
|
||||
timing = {
|
||||
splash_duration = 120
|
||||
}
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
local Config = {
|
||||
-- Copy default values initially
|
||||
screen = DEFAULT_CONFIG.screen,
|
||||
colors = DEFAULT_CONFIG.colors,
|
||||
player = DEFAULT_CONFIG.player,
|
||||
timing = DEFAULT_CONFIG.timing,
|
||||
}
|
||||
--- Restores default configuration settings.
|
||||
--- @within Config
|
||||
function Config.reset()
|
||||
local initial = Config.initial_data()
|
||||
Config.screen = initial.screen
|
||||
Config.colors = initial.colors
|
||||
Config.timing = initial.timing
|
||||
end
|
||||
|
||||
local CONFIG_SAVE_BANK = 7
|
||||
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
||||
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
|
||||
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
|
||||
local CONFIG_SPLASH_DURATION_ADDRESS = 3
|
||||
local CONFIG_MAGIC_VALUE = 0xDE
|
||||
|
||||
--- Saves the current configuration.
|
||||
--- @within Config
|
||||
function Config.save()
|
||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
|
||||
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
|
||||
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||
end
|
||||
|
||||
--- Loads saved configuration.
|
||||
--- @within Config
|
||||
function Config.load()
|
||||
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
|
||||
-- Config has been saved, load values
|
||||
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||
else
|
||||
-- No saved config, restore defaults
|
||||
Config.restore_defaults()
|
||||
Config.reset()
|
||||
end
|
||||
end
|
||||
|
||||
function Config.restore_defaults()
|
||||
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
|
||||
-- Any other configurable items should be reset here
|
||||
end
|
||||
|
||||
-- Load configuration on startup
|
||||
Config.load()
|
||||
|
||||
@@ -2,115 +2,85 @@ local SAVE_GAME_BANK = 6
|
||||
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||
|
||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||
--- Global game context.
|
||||
--- @section Context
|
||||
Context = {}
|
||||
|
||||
-- Helper for deep copying tables
|
||||
local function clone_table(t)
|
||||
local copy = {}
|
||||
for k, v in pairs(t) do
|
||||
if type(v) == "table" then
|
||||
copy[k] = clone_table(v)
|
||||
else
|
||||
copy[k] = v
|
||||
end
|
||||
end
|
||||
return copy
|
||||
end
|
||||
|
||||
-- This function returns a table containing only the initial *data* for Context
|
||||
local function get_initial_data()
|
||||
--- Gets initial data for Context.
|
||||
--- @within Context
|
||||
--- @return result table Initial context data or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * current_menu_item (number) Index of the currently selected menu item.<br/>
|
||||
--- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
|
||||
--- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
|
||||
--- * game_in_progress (boolean) Whether a game is currently active.<br/>
|
||||
--- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
|
||||
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
|
||||
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
|
||||
--- * meters (table) Meter values (see Meter.get_initial).<br/>
|
||||
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
|
||||
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
|
||||
function Context.initial_data()
|
||||
return {
|
||||
active_window = WINDOW_SPLASH,
|
||||
intro = {
|
||||
y = Config.screen.height,
|
||||
speed = 0.5,
|
||||
text = "Norman Reds’ everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
|
||||
},
|
||||
current_screen = 1,
|
||||
current_menu_item = 1,
|
||||
splash_timer = Config.timing.splash_duration,
|
||||
popup = { -- New popup table
|
||||
popup = {
|
||||
show = false,
|
||||
content = {} -- Array of strings
|
||||
content = {}
|
||||
},
|
||||
player = {
|
||||
sprite_id = Config.player.sprite_id
|
||||
},
|
||||
ground = {
|
||||
x = 0,
|
||||
y = Config.screen.height,
|
||||
w = Config.screen.width,
|
||||
h = 8
|
||||
},
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
selected_desition_index = 1, -- New desition index
|
||||
game_in_progress = false, -- New flag
|
||||
screens = {} -- Initialize as empty, populated on reset
|
||||
game_in_progress = false,
|
||||
stat_screen_active = false,
|
||||
minigame_ddr = Minigame.get_default_ddr(),
|
||||
minigame_button_mash = Minigame.get_default_button_mash(),
|
||||
minigame_rhythm = Minigame.get_default_rhythm(),
|
||||
meters = Meter.get_initial(),
|
||||
game = {
|
||||
current_screen = "home",
|
||||
current_situation = nil,
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
Context = {}
|
||||
|
||||
local function reset_context_to_initial_state()
|
||||
local initial_data = get_initial_data()
|
||||
|
||||
-- Clear existing data properties from Context (but not methods)
|
||||
--- Resets game context to initial state.
|
||||
--- @within Context
|
||||
function Context.reset()
|
||||
local initial_data = Context.initial_data()
|
||||
for k in pairs(Context) do
|
||||
if type(Context[k]) ~= "function" then -- Only clear data, leave functions
|
||||
if type(Context[k]) ~= "function" then
|
||||
Context[k] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Copy all initial data properties into Context
|
||||
for k, v in pairs(initial_data) do
|
||||
Context[k] = v
|
||||
end
|
||||
|
||||
-- Populate Context.screens from ScreenManager, ensuring indexed array
|
||||
Context.screens = {}
|
||||
Context.screen_indices_by_id = {} -- Renamed for clarity, stores index
|
||||
-- The screen order needs to be explicit to ensure consistent numerical indices
|
||||
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
|
||||
for i, screen_id in ipairs(screen_order) do
|
||||
local screen_data = ScreenManager.get_by_id(screen_id)
|
||||
if screen_data then
|
||||
table.insert(Context.screens, screen_data)
|
||||
Context.screen_indices_by_id[screen_id] = i -- Store index
|
||||
else
|
||||
-- Handle error if a screen is not registered
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Initially populate Context with data
|
||||
reset_context_to_initial_state()
|
||||
|
||||
-- Now define the methods for Context
|
||||
--- Starts a new game.
|
||||
--- @within Context
|
||||
function Context.new_game()
|
||||
reset_context_to_initial_state()
|
||||
Context.reset()
|
||||
Context.game_in_progress = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
Screen.get_by_id(Context.game.current_screen).init()
|
||||
end
|
||||
|
||||
--- Saves the current game state.
|
||||
--- @within Context
|
||||
function Context.save_game()
|
||||
if not Context.game_in_progress then return end
|
||||
|
||||
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
end
|
||||
|
||||
--- Loads a saved game state.
|
||||
--- @within Context
|
||||
function Context.load_game()
|
||||
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
|
||||
-- No saved game found, start a new one
|
||||
Context.new_game()
|
||||
return
|
||||
end
|
||||
|
||||
reset_context_to_initial_state() -- Reset data, preserve methods
|
||||
|
||||
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
|
||||
Context.reset()
|
||||
Context.game_in_progress = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
Screen.get_by_id(Context.game.current_screen).init()
|
||||
end
|
||||
|
||||
138
inc/init/init.meter.lua
Normal file
138
inc/init/init.meter.lua
Normal file
@@ -0,0 +1,138 @@
|
||||
--- @section Meter
|
||||
local METER_MAX = 1000
|
||||
local METER_DEFAULT = 500
|
||||
local METER_GAIN_PER_CHORE = 100
|
||||
local COMBO_BASE_BONUS = 0.02
|
||||
local COMBO_MAX_BONUS = 0.16
|
||||
local COMBO_TIMEOUT_FRAMES = 600
|
||||
|
||||
-- 1800 frames = 30 seconds (1800 ÷ 60 = 30)
|
||||
local meter_timer_duration = 1800
|
||||
local meter_timer_decay_per_revolution = 20
|
||||
|
||||
-- Internal meters for tracking game progress and player stats.
|
||||
Meter.COLOR_ISM = Config.colors.red
|
||||
Meter.COLOR_WPM = Config.colors.blue
|
||||
Meter.COLOR_BM = Config.colors.black
|
||||
Meter.COLOR_BG = Config.colors.meter_bg
|
||||
|
||||
--- Sets the number of frames for one full timer revolution.
|
||||
--- @within Meter
|
||||
--- @param frames number Frames per revolution (controls degradation speed).
|
||||
function Meter.set_timer_duration(frames)
|
||||
meter_timer_duration = frames
|
||||
end
|
||||
|
||||
--- Sets the degradation amount applied to all meters per revolution.
|
||||
--- @within Meter
|
||||
--- @param amount number Amount to subtract from each meter per revolution.
|
||||
function Meter.set_timer_decay(amount)
|
||||
meter_timer_decay_per_revolution = amount
|
||||
end
|
||||
|
||||
--- Gets initial meter values.
|
||||
--- @within Meter
|
||||
--- @return result table Initial meter values. </br>
|
||||
--- Fields: </br>
|
||||
--- * ism (number) Initial ISM meter value.<br/>
|
||||
--- * wpm (number) Initial WPM meter value.<br/>
|
||||
--- * bm (number) Initial BM meter value.<br/>
|
||||
--- * combo (number) Current combo count.<br/>
|
||||
--- * combo_timer (number) Frames since last combo action.<br/>
|
||||
--- * hidden (boolean) Whether meters are hidden.<br/>
|
||||
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
|
||||
function Meter.get_initial()
|
||||
return {
|
||||
ism = METER_DEFAULT,
|
||||
wpm = METER_DEFAULT,
|
||||
bm = METER_DEFAULT,
|
||||
combo = 0,
|
||||
combo_timer = 0,
|
||||
hidden = false,
|
||||
timer_progress = 0,
|
||||
}
|
||||
end
|
||||
|
||||
--- Hides meters.
|
||||
--- @within Meter
|
||||
function Meter.hide()
|
||||
if Context and Context.meters then Context.meters.hidden = true end
|
||||
end
|
||||
|
||||
--- Shows meters.
|
||||
--- @within Meter
|
||||
function Meter.show()
|
||||
if Context and Context.meters then Context.meters.hidden = false end
|
||||
end
|
||||
|
||||
--- Gets max meter value.
|
||||
--- @within Meter
|
||||
--- @return number The maximum meter value.
|
||||
function Meter.get_max()
|
||||
return METER_MAX
|
||||
end
|
||||
|
||||
--- Gets combo multiplier.
|
||||
--- @within Meter
|
||||
--- @return number The current combo multiplier.
|
||||
function Meter.get_combo_multiplier()
|
||||
if not Context or not Context.meters then return 1 end
|
||||
local combo = Context.meters.combo
|
||||
if combo == 0 then return 1 end
|
||||
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
|
||||
end
|
||||
|
||||
--- Updates all meters.
|
||||
--- @within Meter
|
||||
function Meter.update()
|
||||
if not Context or not Context.game_in_progress or not Context.meters then return end
|
||||
local m = Context.meters
|
||||
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
|
||||
if not in_minigame then
|
||||
if m.combo > 0 then
|
||||
m.combo_timer = m.combo_timer + 1
|
||||
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
|
||||
m.combo = 0
|
||||
m.combo_timer = 0
|
||||
end
|
||||
end
|
||||
m.timer_progress = m.timer_progress + (1 / meter_timer_duration)
|
||||
if m.timer_progress >= 1 then
|
||||
m.timer_progress = m.timer_progress - 1
|
||||
m.ism = math.max(0, m.ism - meter_timer_decay_per_revolution)
|
||||
m.wpm = math.max(0, m.wpm - meter_timer_decay_per_revolution)
|
||||
m.bm = math.max(0, m.bm - meter_timer_decay_per_revolution)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Adds amount to a meter.
|
||||
--- @within Meter
|
||||
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
|
||||
--- @param amount number The amount to add.
|
||||
function Meter.add(key, amount)
|
||||
if not Context or not Context.meters then return end
|
||||
local m = Context.meters
|
||||
if m[key] ~= nil then
|
||||
m[key] = math.min(METER_MAX, m[key] + amount)
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets the timer decay as a percentage of the max meter value.
|
||||
--- @within Meter
|
||||
--- @return number The decay percentage per revolution (e.g. 2 means -2%).
|
||||
function Meter.get_timer_decay_percentage()
|
||||
return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
|
||||
end
|
||||
|
||||
--- Called on minigame completion.
|
||||
--- @within Meter
|
||||
function Meter.on_minigame_complete()
|
||||
local m = Context.meters
|
||||
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
|
||||
Meter.add("wpm", gain)
|
||||
Meter.add("ism", gain)
|
||||
Meter.add("bm", gain)
|
||||
m.combo = m.combo + 1
|
||||
m.combo_timer = 0
|
||||
end
|
||||
267
inc/init/init.minigame.lua
Normal file
267
inc/init/init.minigame.lua
Normal file
@@ -0,0 +1,267 @@
|
||||
-- Manages minigame configurations and initial states.
|
||||
--- @section Minigame
|
||||
|
||||
--- Applies parameters to defaults
|
||||
--- @within Minigame
|
||||
--- @param defaults table The default configuration table.
|
||||
--- @param params table The parameters to apply.
|
||||
--- @return table The updated configuration table.
|
||||
local function apply_params(defaults, params)
|
||||
if not params then return defaults end
|
||||
for k, v in pairs(params) do
|
||||
defaults[k] = v
|
||||
end
|
||||
return defaults
|
||||
end
|
||||
|
||||
--- Gets default DDR minigame configuration.
|
||||
--- @within Minigame
|
||||
--- @return result table The default DDR minigame configuration. </br>
|
||||
--- Fields: </br>
|
||||
--- * bar_fill (number) Current fill level of the progress bar.<br/>
|
||||
--- * max_fill (number) Maximum fill value to win.<br/>
|
||||
--- * fill_per_hit (number) Fill gained per successful hit.<br/>
|
||||
--- * miss_penalty (number) Fill lost per miss.<br/>
|
||||
--- * bar_x (number) Progress bar X position.<br/>
|
||||
--- * bar_y (number) Progress bar Y position.<br/>
|
||||
--- * bar_width (number) Progress bar width.<br/>
|
||||
--- * bar_height (number) Progress bar height.<br/>
|
||||
--- * arrow_size (number) Size of arrow sprites.<br/>
|
||||
--- * arrow_spawn_timer (number) Timer for arrow spawning.<br/>
|
||||
--- * arrow_spawn_interval (number) Frames between arrow spawns.<br/>
|
||||
--- * arrow_fall_speed (number) Speed of falling arrows.<br/>
|
||||
--- * arrows (table) Array of active arrow objects.<br/>
|
||||
--- * target_y (number) Y position of the target line.<br/>
|
||||
--- * target_arrows (table) Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.<br/>
|
||||
--- * hit_threshold (number) Pixel distance for a valid hit.<br/>
|
||||
--- * button_pressed_timers (table) Per-button press animation timers.<br/>
|
||||
--- * button_press_duration (number) Duration of button press animation.<br/>
|
||||
--- * input_cooldowns (table) Per-direction cooldown timers (left, down, up, right).<br/>
|
||||
--- * input_cooldown_duration (number) Frames of input cooldown.<br/>
|
||||
--- * frame_counter (number) Global frame counter.<br/>
|
||||
--- * current_song (table) Currently playing song data.<br/>
|
||||
--- * pattern_index (number) Current index in song pattern.<br/>
|
||||
--- * use_pattern (boolean) Whether to use song pattern for spawning.<br/>
|
||||
--- * return_window (string) Window ID to return to after minigame.
|
||||
function Minigame.get_default_ddr()
|
||||
local arrow_size = 12
|
||||
local arrow_spacing = 30
|
||||
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
|
||||
local start_x = (Config.screen.width - total_width) / 2
|
||||
return {
|
||||
bar_fill = 0,
|
||||
max_fill = 100,
|
||||
fill_per_hit = 10,
|
||||
miss_penalty = 5,
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
arrow_size = arrow_size,
|
||||
arrow_spawn_timer = 0,
|
||||
arrow_spawn_interval = 45,
|
||||
arrow_fall_speed = 1.5,
|
||||
arrows = {},
|
||||
target_y = 115,
|
||||
target_arrows = {
|
||||
{ dir = "left", x = start_x },
|
||||
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
|
||||
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
|
||||
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
|
||||
},
|
||||
hit_threshold = 8,
|
||||
button_pressed_timers = {},
|
||||
button_press_duration = 8,
|
||||
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
|
||||
input_cooldown_duration = 10,
|
||||
frame_counter = 0,
|
||||
current_song = nil,
|
||||
pattern_index = 1,
|
||||
use_pattern = false,
|
||||
return_window = nil
|
||||
}
|
||||
end
|
||||
|
||||
--- Gets default button mash minigame configuration.
|
||||
--- @within Minigame
|
||||
--- @return result table The default button mash minigame configuration. </br>
|
||||
--- Fields: </br>
|
||||
--- * bar_fill (number) Current fill level of the progress bar.<br/>
|
||||
--- * max_fill (number) Maximum fill value to win.<br/>
|
||||
--- * fill_per_press (number) Fill gained per button press.<br/>
|
||||
--- * base_degradation (number) Base rate of bar degradation per frame.<br/>
|
||||
--- * degradation_multiplier (number) Multiplier for degradation scaling.<br/>
|
||||
--- * button_pressed_timer (number) Button press animation timer.<br/>
|
||||
--- * button_press_duration (number) Duration of button press animation.<br/>
|
||||
--- * return_window (string) Window ID to return to after minigame.<br/>
|
||||
--- * bar_x (number) Progress bar X position.<br/>
|
||||
--- * bar_y (number) Progress bar Y position.<br/>
|
||||
--- * bar_width (number) Progress bar width.<br/>
|
||||
--- * bar_height (number) Progress bar height.<br/>
|
||||
--- * button_x (number) Button indicator X position.<br/>
|
||||
--- * button_y (number) Button indicator Y position.<br/>
|
||||
--- * button_size (number) Button indicator size.<br/>
|
||||
function Minigame.get_default_button_mash()
|
||||
return {
|
||||
bar_fill = 0,
|
||||
max_fill = 100,
|
||||
fill_per_press = 8,
|
||||
base_degradation = 0.15,
|
||||
degradation_multiplier = 0.006,
|
||||
button_pressed_timer = 0,
|
||||
button_press_duration = 8,
|
||||
return_window = nil,
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
button_x = 20,
|
||||
button_y = 110,
|
||||
button_size = 12,
|
||||
focus_center_x = nil,
|
||||
focus_center_y = nil,
|
||||
focus_initial_radius = 0
|
||||
}
|
||||
end
|
||||
|
||||
--- Gets default rhythm minigame configuration.
|
||||
--- @within Minigame
|
||||
--- @return result table The default rhythm minigame configuration. </br>
|
||||
--- Fields: </br>
|
||||
--- * line_position (number) Current position of the moving line (0-1).<br/>
|
||||
--- * line_speed (number) Speed of the moving line per frame.<br/>
|
||||
--- * line_direction (number) Direction of line movement (1 or -1).<br/>
|
||||
--- * target_center (number) Center of the target zone (0-1).<br/>
|
||||
--- * target_width (number) Current width of the target zone.<br/>
|
||||
--- * initial_target_width (number) Starting width of the target zone.<br/>
|
||||
--- * min_target_width (number) Minimum width the target zone can shrink to.<br/>
|
||||
--- * target_shrink_rate (number) Multiplier applied to target width after each hit.<br/>
|
||||
--- * score (number) Current score.<br/>
|
||||
--- * max_score (number) Score needed to win.<br/>
|
||||
--- * button_pressed_timer (number) Button press animation timer.<br/>
|
||||
--- * button_press_duration (number) Duration of button press animation.<br/>
|
||||
--- * return_window (string) Window ID to return to after minigame.<br/>
|
||||
--- * bar_x (number) Progress bar X position.<br/>
|
||||
--- * bar_y (number) Progress bar Y position.<br/>
|
||||
--- * bar_width (number) Progress bar width.<br/>
|
||||
--- * bar_height (number) Progress bar height.<br/>
|
||||
--- * button_x (number) Button indicator X position.<br/>
|
||||
--- * button_y (number) Button indicator Y position.<br/>
|
||||
--- * button_size (number) Button indicator size.<br/>
|
||||
--- * press_cooldown (number) Current cooldown timer.<br/>
|
||||
--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
|
||||
function Minigame.get_default_rhythm()
|
||||
return {
|
||||
line_position = 0,
|
||||
line_speed = 0.015,
|
||||
line_direction = 1,
|
||||
target_center = 0.5,
|
||||
target_width = 0.3,
|
||||
initial_target_width = 0.3,
|
||||
min_target_width = 0.08,
|
||||
target_shrink_rate = 0.9,
|
||||
score = 0,
|
||||
max_score = 10,
|
||||
button_pressed_timer = 0,
|
||||
button_press_duration = 10,
|
||||
return_window = nil,
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
button_x = 210,
|
||||
button_y = 110,
|
||||
button_size = 10,
|
||||
press_cooldown = 0,
|
||||
press_cooldown_duration = 15,
|
||||
focus_center_x = nil,
|
||||
focus_center_y = nil,
|
||||
focus_initial_radius = 0
|
||||
}
|
||||
end
|
||||
|
||||
--- Configures DDR minigame.
|
||||
--- @within Minigame
|
||||
--- @param params table Optional parameters to override defaults (see Minigame.get_default_ddr).
|
||||
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
|
||||
--- @param[opt] params.max_fill number Maximum fill value to win.
|
||||
--- @param[opt] params.fill_per_hit number Fill gained per successful hit.
|
||||
--- @param[opt] params.miss_penalty number Fill lost per miss.
|
||||
--- @param[opt] params.bar_x number Progress bar X position.
|
||||
--- @param[opt] params.bar_y number Progress bar Y position.
|
||||
--- @param[opt] params.bar_width number Progress bar width.
|
||||
--- @param[opt] params.bar_height number Progress bar height.
|
||||
--- @param[opt] params.arrow_size number Size of arrow sprites.
|
||||
--- @param[opt] params.arrow_spawn_timer number Timer for arrow spawning.
|
||||
--- @param[opt] params.arrow_spawn_interval number Frames between arrow spawns.
|
||||
--- @param[opt] params.arrow_fall_speed number Speed of falling arrows.
|
||||
--- @param[opt] params.arrows table Array of active arrow objects.
|
||||
--- @param[opt] params.target_y number Y position of the target line.
|
||||
--- @param[opt] params.target_arrows table Array of target arrow positions with dir and x fields.
|
||||
--- @param[opt] params.hit_threshold number Pixel distance for a valid hit.
|
||||
--- @param[opt] params.button_pressed_timers table Per-button press animation timers.
|
||||
--- @param[opt] params.button_press_duration number Duration of button press animation.
|
||||
--- @param[opt] params.input_cooldowns table Per-direction cooldown timers (left, down, up, right).
|
||||
--- @param[opt] params.input_cooldown_duration number Frames of input cooldown.
|
||||
--- @param[opt] params.frame_counter number Global frame counter.
|
||||
--- @param[opt] params.current_song table Currently playing song data.
|
||||
--- @param[opt] params.pattern_index number Current index in song pattern.
|
||||
--- @param[opt] params.use_pattern boolean Whether to use song pattern for spawning.
|
||||
--- @param[opt] params.return_window string Window ID to return to after minigame.
|
||||
--- @return result table The configured DDR minigame state (see Minigame.get_default_ddr for fields).
|
||||
function Minigame.configure_ddr(params)
|
||||
return apply_params(Minigame.get_default_ddr(), params)
|
||||
end
|
||||
|
||||
--- Configures button mash minigame.
|
||||
--- @within Minigame
|
||||
--- @param params table Optional parameters to override defaults (see Minigame.get_default_button_mash).
|
||||
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
|
||||
--- @param[opt] params.max_fill number Maximum fill value to win.
|
||||
--- @param[opt] params.fill_per_press number Fill gained per button press.
|
||||
--- @param[opt] params.base_degradation number Base rate of bar degradation per frame.
|
||||
--- @param[opt] params.degradation_multiplier number Multiplier for degradation scaling.
|
||||
--- @param[opt] params.button_pressed_timer number Button press animation timer.
|
||||
--- @param[opt] params.button_press_duration number Duration of button press animation.
|
||||
--- @param[opt] params.return_window string Window ID to return to after minigame.
|
||||
--- @param[opt] params.bar_x number Progress bar X position.
|
||||
--- @param[opt] params.bar_y number Progress bar Y position.
|
||||
--- @param[opt] params.bar_width number Progress bar width.
|
||||
--- @param[opt] params.bar_height number Progress bar height.
|
||||
--- @param[opt] params.button_x number Button indicator X position.
|
||||
--- @param[opt] params.button_y number Button indicator Y position.
|
||||
--- @param[opt] params.button_size number Button indicator size.
|
||||
--- @return result table The configured button mash minigame state (see Minigame.get_default_button_mash for fields).
|
||||
function Minigame.configure_button_mash(params)
|
||||
return apply_params(Minigame.get_default_button_mash(), params)
|
||||
end
|
||||
|
||||
--- Configures rhythm minigame.
|
||||
--- @within Minigame
|
||||
--- @param params table Optional parameters to override defaults (see Minigame.get_default_rhythm).
|
||||
--- @param[opt] params.line_position number Current position of the moving line (0-1).
|
||||
--- @param[opt] params.line_speed number Speed of the moving line per frame.
|
||||
--- @param[opt] params.line_direction number Direction of line movement (1 or -1).
|
||||
--- @param[opt] params.target_center number Center of the target zone (0-1).
|
||||
--- @param[opt] params.target_width number Current width of the target zone.
|
||||
--- @param[opt] params.initial_target_width number Starting width of the target zone.
|
||||
--- @param[opt] params.min_target_width number Minimum width the target zone can shrink to.
|
||||
--- @param[opt] params.target_shrink_rate number Multiplier applied to target width after each hit.
|
||||
--- @param[opt] params.score number Current score.
|
||||
--- @param[opt] params.max_score number Score needed to win.
|
||||
--- @param[opt] params.button_pressed_timer number Button press animation timer.
|
||||
--- @param[opt] params.button_press_duration number Duration of button press animation.
|
||||
--- @param[opt] params.return_window string Window ID to return to after minigame.
|
||||
--- @param[opt] params.bar_x number Progress bar X position.
|
||||
--- @param[opt] params.bar_y number Progress bar Y position.
|
||||
--- @param[opt] params.bar_width number Progress bar width.
|
||||
--- @param[opt] params.bar_height number Progress bar height.
|
||||
--- @param[opt] params.button_x number Button indicator X position.
|
||||
--- @param[opt] params.button_y number Button indicator Y position.
|
||||
--- @param[opt] params.button_size number Button indicator size.
|
||||
--- @param[opt] params.press_cooldown number Current cooldown timer.
|
||||
--- @param[opt] params.press_cooldown_duration number Frames of press cooldown.
|
||||
--- @return result table The configured rhythm minigame state (see Minigame.get_default_rhythm for fields).
|
||||
function Minigame.configure_rhythm(params)
|
||||
return apply_params(Minigame.get_default_rhythm(), params)
|
||||
end
|
||||
14
inc/init/init.module.lua
Normal file
14
inc/init/init.module.lua
Normal file
@@ -0,0 +1,14 @@
|
||||
Window = {}
|
||||
Util = {}
|
||||
Meter = {}
|
||||
Minigame = {}
|
||||
Decision = {}
|
||||
Situation = {}
|
||||
Screen = {}
|
||||
Map = {}
|
||||
UI = {}
|
||||
Print = {}
|
||||
Input = {}
|
||||
Sprite = {}
|
||||
Audio = {}
|
||||
Focus = {}
|
||||
@@ -1,19 +0,0 @@
|
||||
local SplashWindow = {}
|
||||
local IntroWindow = {}
|
||||
local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {}
|
||||
local ConfigurationWindow = {}
|
||||
local AudioTestWindow = {}
|
||||
local MinigameButtonMashWindow = {}
|
||||
local MinigameRhythmWindow = {}
|
||||
local MinigameDDRWindow = {}
|
||||
|
||||
local Util = {}
|
||||
local DesitionManager = {}
|
||||
local ScreenManager = {} -- New declaration
|
||||
local UI = {}
|
||||
local Print = {}
|
||||
local Input = {}
|
||||
local Player = {}
|
||||
local Audio = {}
|
||||
@@ -1,10 +0,0 @@
|
||||
local WINDOW_SPLASH = 0
|
||||
local WINDOW_INTRO = 1
|
||||
local WINDOW_MENU = 2
|
||||
local WINDOW_GAME = 3
|
||||
local WINDOW_POPUP = 4
|
||||
local WINDOW_CONFIGURATION = 7
|
||||
local WINDOW_MINIGAME_BUTTON_MASH = 8
|
||||
local WINDOW_MINIGAME_RHYTHM = 9
|
||||
local WINDOW_MINIGAME_DDR = 10
|
||||
local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol
|
||||
@@ -1,19 +1,9 @@
|
||||
MapBedroom = {
|
||||
"10101010101010101010101010101010",
|
||||
"10141410101010101010101010101010",
|
||||
"10141410101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111516111213111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111"
|
||||
}
|
||||
Map.register({
|
||||
id = "bedroom",
|
||||
from_x = 0,
|
||||
from_y = 0,
|
||||
width = 30,
|
||||
height = 17,
|
||||
to_x = 0,
|
||||
to_y = 0,
|
||||
})
|
||||
75
inc/map/map.manager.lua
Normal file
75
inc/map/map.manager.lua
Normal file
@@ -0,0 +1,75 @@
|
||||
-- Manages game maps.
|
||||
--- @section Map
|
||||
|
||||
|
||||
local _maps = {}
|
||||
|
||||
--- Gets all registered maps as an array.
|
||||
--- @within Map
|
||||
--- @return result table An array of registered map data. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique map identifier.<br/>
|
||||
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
|
||||
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
|
||||
--- * width (number) Width in tiles.<br/>
|
||||
--- * height (number) Height in tiles.<br/>
|
||||
--- * to_x (number) Destination X coordinate on screen.<br/>
|
||||
--- * to_y (number) Destination Y coordinate on screen.<br/>
|
||||
function Map.get_maps_array()
|
||||
local maps_array = {}
|
||||
for _, map_data in pairs(_maps) do
|
||||
table.insert(maps_array, map_data)
|
||||
end
|
||||
return maps_array
|
||||
end
|
||||
|
||||
--- Registers a map definition.
|
||||
--- @within Map
|
||||
--- @param map_data table The map data table.
|
||||
--- @param map_data.id string Unique map identifier.<br/>
|
||||
--- @param map_data.from_x number Source tile X coordinate in the map sheet.<br/>
|
||||
--- @param map_data.from_y number Source tile Y coordinate in the map sheet.<br/>
|
||||
--- @param map_data.width number Width in tiles.<br/>
|
||||
--- @param map_data.height number Height in tiles.<br/>
|
||||
--- @param map_data.to_x number Destination X coordinate on screen.<br/>
|
||||
--- @param map_data.to_y number Destination Y coordinate on screen.<br/>
|
||||
function Map.register(map_data)
|
||||
if _maps[map_data.id] then
|
||||
trace("Warning: Overwriting map with id: " .. map_data.id)
|
||||
end
|
||||
_maps[map_data.id] = map_data
|
||||
end
|
||||
|
||||
--- Gets a map by ID.
|
||||
--- @within Map
|
||||
--- @param map_id string The ID of the map.
|
||||
--- @return result table The map data table or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique map identifier.<br/>
|
||||
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
|
||||
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
|
||||
--- * width (number) Width in tiles.<br/>
|
||||
--- * height (number) Height in tiles.<br/>
|
||||
--- * to_x (number) Destination X coordinate on screen.<br/>
|
||||
--- * to_y (number) Destination Y coordinate on screen.<br/>
|
||||
function Map.get_by_id(map_id)
|
||||
return _maps[map_id]
|
||||
end
|
||||
|
||||
--- Draws a map.
|
||||
--- @within Map
|
||||
--- @param map_id string The ID of the map to draw.
|
||||
function Map.draw(map_id)
|
||||
local map_data = Map.get_by_id(map_id)
|
||||
if not map_data then
|
||||
return
|
||||
end
|
||||
map(
|
||||
map_data.from_x,
|
||||
map_data.from_y,
|
||||
map_data.width,
|
||||
map_data.height,
|
||||
map_data.to_x,
|
||||
map_data.to_y
|
||||
)
|
||||
end
|
||||
@@ -1,5 +1,6 @@
|
||||
--luacheck: ignore max_line_length
|
||||
-- <PALETTE>
|
||||
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||
-- </PALETTE>
|
||||
-- <SFX>
|
||||
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
|
||||
@@ -33,3 +34,280 @@
|
||||
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
|
||||
-- 009:fff000fff000fff000fff000fff000ff
|
||||
-- </WAVES>
|
||||
-- <TILES>
|
||||
-- 000:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 001:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 002:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 003:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 004:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 005:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 006:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 007:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 008:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 009:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 010:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 011:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 012:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 013:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 014:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 015:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 016:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 017:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 018:1111111111111111111111111111111111111111111111111111111122222222
|
||||
-- 019:1111111111111111111111111111111111111111111111111111111122222222
|
||||
-- 020:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 021:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 022:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 023:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 024:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 025:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 026:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 027:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 028:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 029:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 030:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 031:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 032:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 033:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 034:2444444422212212255200212152102325520021215210232552002122222222
|
||||
-- 035:4444444221244442321244423221244232421242324421223244421222222222
|
||||
-- 036:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 037:2222222225552555255525552555222225552111255521112555211125552111
|
||||
-- 038:2222222255555555555555552222222211122111111221111112211111122111
|
||||
-- 039:2222222255525552555255522222555211125552111255521112555211125552
|
||||
-- 040:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 041:1111111111111111111111221111128011112801111210801121010111222222
|
||||
-- 042:1111111111111111211111111211111108211111108211110101211122222111
|
||||
-- 043:1222222226666666266666662666666626666666266666662666666626666666
|
||||
-- 044:2222222166666462666646426666646266664642666664626666464266666462
|
||||
-- 045:2222222226466666246666662646622224666666264646462464646422222222
|
||||
-- 046:2222222266666642666664622226664266666462464646426464646222222222
|
||||
-- 047:2222222226466666246666662646622224666666264646462464646422222222
|
||||
-- 048:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 049:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 050:2444444422212214200213242102332420021324210233242002132422222222
|
||||
-- 051:4444444244441222444425524444215244442552444421524444255222222222
|
||||
-- 052:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 053:2555211125552111255521112555211125552111255522222555211125552111
|
||||
-- 054:1112211111122111111221111112211111122111222222221112211111122111
|
||||
-- 055:1112555211125552111255521112555211125552222255521112555211125552
|
||||
-- 056:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 057:1111111211111112111111121111111211111112111111121111111211111112
|
||||
-- 058:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 059:2666666626666666266666662666666626666666266266662662666626626666
|
||||
-- 060:6666464266666462666646426666646266664642666664626666464266666462
|
||||
-- 061:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 062:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 063:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 064:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 065:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 066:2444444422212212255255252152152125525525215215212552552522222222
|
||||
-- 067:4444444221221442525524425215244252552442521524425255244222222222
|
||||
-- 068:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 069:2555211125552111255521112555211125552111255521112555211122222222
|
||||
-- 070:1112211111122111111221111112211111122111111221111112211122222222
|
||||
-- 071:1112555211125552111255521112555211125552111255521112555222222222
|
||||
-- 072:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 073:1111111211111112111111121111111211111112111111121111111211111112
|
||||
-- 074:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 075:2662666626626666266266662666666626666666266666662666666626666666
|
||||
-- 076:6666464266666462666646426666646266664642666664626666464266666462
|
||||
-- 077:2222222224444444244222442421112424211124242111242442224424444444
|
||||
-- 078:2222222244444442442224424211124242111242421112424422244244444442
|
||||
-- 079:2222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 080:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 081:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 082:2444444424444444244444442444444424444444222222222221111122211111
|
||||
-- 083:4444444244444442444444424444444244444442222222221111122211111222
|
||||
-- 084:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 085:1111111111111111111111111222222224444444244444442444444424444444
|
||||
-- 086:1111111111111111111111112222222244444444444444444444444444444444
|
||||
-- 087:1111111111111111111111112222122244442666444426664444266644442666
|
||||
-- 088:1111111111111111111111111122221122444421244444422444444224444442
|
||||
-- 089:1111111211111112111111121111111211111112111111121111111211112222
|
||||
-- 090:1111111111111111111111111111111111111111111111111111111122211111
|
||||
-- 091:2666666626666666266666662666666626666666266666662666666612222222
|
||||
-- 092:6666464266666462666646426666646266664642666664626666464222222221
|
||||
-- 093:2444444424444444244222442421112424211124242111242442224424444444
|
||||
-- 094:4444444244444442442224424211124242111242421112424422244244444442
|
||||
-- 095:2444444424444444244444442444444424444444244444442444444422222222
|
||||
-- 096:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 097:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 098:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 099:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 100:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 101:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 102:4444444444444444444444444444444444444444444444444444444444444444
|
||||
-- 103:4444266644442666444426664444266644442666444426664444266644442666
|
||||
-- 104:2444444224444442242222423244442224444442244444422422224222111122
|
||||
-- 105:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 106:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 107:0222222226666666266266662662666626626666266266662666666632222222
|
||||
-- 108:2222222066666462666646426666646266664642666664626666464222222221
|
||||
-- 109:2222222221111111211111112111111121111111211111112111111122222222
|
||||
-- 110:2222222211111112111111121111111211111112111111121111111222222222
|
||||
-- 111:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 112:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 113:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 114:2222222224444422244442722444277224427772242770722277177227717072
|
||||
-- 115:2222222244444442444444424444444244442222444211224414222241444442
|
||||
-- 116:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 117:2222222221111111222222221111333300000000000000000000000011333111
|
||||
-- 118:2222222211111111222222223311133300000001000000010000000133333111
|
||||
-- 119:2222222211111111222222221111333300000000000000000000000011333111
|
||||
-- 120:2222222211111112222222223311133300000001000000010000000133333111
|
||||
-- 121:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 122:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 123:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 124:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 125:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 126:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 127:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 128:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 129:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 130:2717177227717724271772422777242427724242272424242242424222222222
|
||||
-- 131:2222222224242422424242422422244242224442222444424244444224444442
|
||||
-- 132:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 133:0000000000000200000021203333212100002120000021200000212033312123
|
||||
-- 134:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 135:0000000000000000222222222444444424444444244444442444444424444444
|
||||
-- 136:0000000000000000222222224444444244444442444444424444444244444442
|
||||
-- 137:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 138:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 139:0000222200022442002424423244244224442442244424422444244224442442
|
||||
-- 140:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 141:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 142:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 143:1222222112555521125555211255552112555521125555211255552112555521
|
||||
-- 144:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 145:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 146:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 147:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 148:0000002200000244000024443311244400002444000024440000021433333122
|
||||
-- 149:2220212044422120444421204444212344442120444421204412020022233111
|
||||
-- 150:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 151:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 152:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 153:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 154:0222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 155:2444244224442442244424422444244224442442244424422444244224442442
|
||||
-- 156:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 157:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 158:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 159:1255552112555521125555211255552112555521125555211255552112222221
|
||||
-- 160:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 161:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 162:2222222221111111222222222123333321201000212010002120300022233311
|
||||
-- 163:2222222211111112222222223333121200000212000002120000021233313222
|
||||
-- 164:0000000000000002000000203333113300002200000022000000300033333311
|
||||
-- 165:2000000022000000202000002331111120022000110220002200000022313333
|
||||
-- 166:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 167:2444444424444444244444442222222222222222021200000212000032223333
|
||||
-- 168:4444444244444442444444422222222222222222000021200000212033332221
|
||||
-- 169:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 170:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 171:2444244224442442244424422444244224442442244424422444244214442442
|
||||
-- 172:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 173:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 174:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 175:1222222125555552255555522555555225555552255555522555555212222221
|
||||
-- 176:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 177:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 178:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 179:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 180:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 181:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 182:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 183:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 184:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 185:0022222202444444244444442444444424444444244444442444444424444444
|
||||
-- 186:2444444444444444444444444444444444444444444444444444444444444444
|
||||
-- 187:1444222214421112142111121211111221111112211111122111111221111112
|
||||
-- 188:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 189:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 190:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 191:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 192:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 193:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 194:2222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 195:2222222244444442444444424444444244444442444444424444444244444442
|
||||
-- 196:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 197:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 198:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 199:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 200:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 201:2222222221111111211111112111111121111111211111110222222233222233
|
||||
-- 202:2222222211111111111111111111111111111111111111112222222233333311
|
||||
-- 203:1111111211111112111111121111111211111112111111122222222033222233
|
||||
-- 204:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 205:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 206:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 207:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 208:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 209:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 210:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 211:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 212:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 213:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 214:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 215:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 216:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 217:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 218:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 219:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 220:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 221:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 222:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 223:1222222112555521125555211255552112555521125555211255552112555521
|
||||
-- 224:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 225:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 226:2222222221111111211111112111111121111111211111112111111122222222
|
||||
-- 227:2222222211111112111111121111111211111112111111121111111222222222
|
||||
-- 228:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 229:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 230:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 231:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 232:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 233:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 234:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 235:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 236:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 237:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 238:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 239:1255552112555521125555211255552112555521125555211255552112222221
|
||||
-- 240:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 241:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 242:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 243:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 244:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 245:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 246:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 247:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 248:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 249:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 250:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 251:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 252:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 253:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 254:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 255:1222222125555552255555522555555225555552255555522555555212222221
|
||||
-- </TILES>
|
||||
-- <MAP>
|
||||
-- 000:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 001:111111001111111111111111111111111111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 002:11111100112232115262721192a2b2c21111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 003:1111110011233311536373119411b3c31111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 004:1111110011243411546474119411b4c41111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 005:11111100112535115565758595a5b5c51111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 006:1111110016261626566676861626b6c61626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 007:111111001727372b57677787172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 008:1111110016283826582678881626b8261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 009:1111110017293949592b798917a9b92b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 010:11111100162a3a4a5a267a8a16aaba261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 011:11111100172b172b172b172b9babbb2b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 012:11111100162c3c26162616269cacbc261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 013:11111100172d3d2b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 014:11111100162e3e2616261626162616261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 015:11111100172b172b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 016:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- </MAP>
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "home",
|
||||
name = "Home",
|
||||
decisions = {
|
||||
"go_to_toilet",
|
||||
"go_to_walking_to_office",
|
||||
}
|
||||
},
|
||||
background = "bedroom",
|
||||
})
|
||||
|
||||
@@ -1,27 +1,63 @@
|
||||
ScreenManager = {}
|
||||
--- @section Screen
|
||||
local _screens = {}
|
||||
|
||||
local _screens = {} -- Internal list to hold screen data
|
||||
|
||||
-- Public property to access the registered screens as an indexed array
|
||||
function ScreenManager.get_screens_array()
|
||||
local screens_array = {}
|
||||
for _, screen_data in pairs(_screens) do
|
||||
table.insert(screens_array, screen_data)
|
||||
end
|
||||
return screens_array
|
||||
end
|
||||
|
||||
-- Registers a screen with the manager
|
||||
-- screen_data: A table containing id, name, and decisions for the screen
|
||||
function ScreenManager.register(screen_data)
|
||||
--- Registers a screen definition.
|
||||
--- @within Screen
|
||||
--- @param screen_data table The screen data table.
|
||||
--- @param screen_data.id string Unique screen identifier.
|
||||
--- @param screen_data.name string Display name of the screen.
|
||||
--- @param screen_data.decisions table Array of decision ID strings available on this screen.
|
||||
--- @param screen_data.background string Map ID used as background.
|
||||
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
|
||||
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
|
||||
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
|
||||
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
|
||||
function Screen.register(screen_data)
|
||||
if _screens[screen_data.id] then
|
||||
-- Optional: warning if overwriting an existing screen
|
||||
-- trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
||||
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
||||
end
|
||||
if not screen_data.situations then
|
||||
screen_data.situations = {}
|
||||
end
|
||||
if not screen_data.init then
|
||||
screen_data.init = function() end
|
||||
end
|
||||
if not screen_data.update then
|
||||
screen_data.update = function() end
|
||||
end
|
||||
if not screen_data.draw then
|
||||
screen_data.draw = function() end
|
||||
end
|
||||
_screens[screen_data.id] = screen_data
|
||||
end
|
||||
|
||||
-- Retrieves a screen by its id (if needed directly)
|
||||
function ScreenManager.get_by_id(screen_id)
|
||||
--- Gets a screen by ID.
|
||||
--- @within Screen
|
||||
--- @param screen_id string The ID of the screen.
|
||||
--- @return table|nil screen The screen table or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique screen identifier.<br/>
|
||||
--- * name (string) Display name.<br/>
|
||||
--- * decisions (table) Array of decision ID strings.<br/>
|
||||
--- * background (string) Map ID used as background.<br/>
|
||||
--- * situations (table) Array of situation ID strings.<br/>
|
||||
--- * init (function) Called when the screen is entered.<br/>
|
||||
--- * update (function) Called each frame while screen is active.
|
||||
function Screen.get_by_id(screen_id)
|
||||
return _screens[screen_id]
|
||||
end
|
||||
|
||||
--- Gets all registered screens.
|
||||
--- @within Screen
|
||||
--- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique screen identifier.<br/>
|
||||
--- * name (string) Display name of the screen.<br/>
|
||||
--- * decisions (table) Array of decision ID strings available on this screen.<br/>
|
||||
--- * background (string) Map ID used as background.<br/>
|
||||
--- * situations (table) Array of situation ID strings.<br/>
|
||||
--- * init (function) Called when the screen is entered.<br/>
|
||||
--- * update (function) Called each frame while screen is active.<br/>
|
||||
function Screen.get_all()
|
||||
return _screens
|
||||
end
|
||||
|
||||
@@ -1,10 +1,15 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "office",
|
||||
name = "Office",
|
||||
background_color = Config.colors.dark_grey,
|
||||
decisions = {
|
||||
"play_button_mash",
|
||||
"play_rhythm",
|
||||
"play_ddr",
|
||||
"go_to_walking_to_home",
|
||||
}
|
||||
"have_a_coffee",
|
||||
},
|
||||
situations = {
|
||||
"drink_coffee",
|
||||
},
|
||||
})
|
||||
|
||||
@@ -1,7 +1,76 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "toilet",
|
||||
name = "Toilet",
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
},
|
||||
background = "bedroom",
|
||||
init = function()
|
||||
Context.stat_screen_active = true
|
||||
Meter.hide()
|
||||
local cx = Config.screen.width * 0.75
|
||||
local cy = Config.screen.height * 0.75
|
||||
Focus.start_driven(cx, cy)
|
||||
Focus.set_percentage(0.15)
|
||||
end,
|
||||
update = function()
|
||||
if not Context.stat_screen_active then return end
|
||||
if Input.select() or Input.player_interact() then
|
||||
Focus.stop()
|
||||
Context.stat_screen_active = false
|
||||
Meter.show()
|
||||
end
|
||||
end,
|
||||
draw = function()
|
||||
if not Context.stat_screen_active then return end
|
||||
|
||||
local sw = Config.screen.width
|
||||
local cx = sw / 2
|
||||
local bar_w = math.floor(sw * 0.75)
|
||||
local bar_x = math.floor((sw - bar_w) / 2)
|
||||
local bar_h = 4
|
||||
|
||||
-- TODO: Add day counter
|
||||
Print.text_center("day 1", cx, 10, Config.colors.white)
|
||||
|
||||
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
|
||||
local wrapped = UI.word_wrap(narrative, 38)
|
||||
local text_y = 24
|
||||
for _, line in ipairs(wrapped) do
|
||||
Print.text_center(line, cx, text_y, Config.colors.light_grey)
|
||||
text_y = text_y + 8
|
||||
end
|
||||
|
||||
local m = Context.meters
|
||||
local max_val = Meter.get_max()
|
||||
local decay_pct = Meter.get_timer_decay_percentage()
|
||||
local decay_text = string.format("-%d%%", decay_pct)
|
||||
local combo_mult = Meter.get_combo_multiplier()
|
||||
local combo_pct = math.floor((combo_mult - 1) * 100)
|
||||
local mult_text = string.format("+%d%%", combo_pct)
|
||||
local meter_start_y = text_y + 10
|
||||
|
||||
local meter_list = {
|
||||
{ key = "wpm", label = "Work Productivity Meter" },
|
||||
{ key = "ism", label = "Impostor Syndrome Meter" },
|
||||
{ key = "bm", label = "Burnout Meter" },
|
||||
}
|
||||
|
||||
for i, meter in ipairs(meter_list) do
|
||||
local y = meter_start_y + (i - 1) * 20
|
||||
|
||||
Print.text_center(meter.label, cx, y, Config.colors.white)
|
||||
|
||||
local bar_y = y + 8
|
||||
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
|
||||
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
|
||||
if fill_w > 0 then
|
||||
rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue)
|
||||
end
|
||||
|
||||
local decay_w = print(decay_text, 0, -6, 0, false, 1)
|
||||
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
|
||||
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "walking_to_home",
|
||||
name = "Walking to home",
|
||||
background_color = Config.colors.dark_grey,
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
"go_to_office",
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "walking_to_office",
|
||||
name = "Walking to office",
|
||||
background_color = Config.colors.dark_grey,
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
"go_to_office",
|
||||
|
||||
7
inc/situation/situation.drink_coffee.lua
Normal file
7
inc/situation/situation.drink_coffee.lua
Normal file
@@ -0,0 +1,7 @@
|
||||
Situation.register({
|
||||
id = "drink_coffee",
|
||||
handle = function()
|
||||
Audio.sfx_select()
|
||||
Sprite.show("norman", 100, 100)
|
||||
end,
|
||||
})
|
||||
84
inc/situation/situation.manager.lua
Normal file
84
inc/situation/situation.manager.lua
Normal file
@@ -0,0 +1,84 @@
|
||||
--- @section Situation
|
||||
local _situations = {}
|
||||
|
||||
--- Registers a situation definition.
|
||||
--- @within Situation
|
||||
--- @param situation table The situation data table.
|
||||
--- @param situation.id string Unique situation identifier.<br/>
|
||||
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to.<br/>
|
||||
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.<br/>
|
||||
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/>
|
||||
function Situation.register(situation)
|
||||
if not situation or not situation.id then
|
||||
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
|
||||
return
|
||||
end
|
||||
if not situation.handle then
|
||||
situation.handle = function() end
|
||||
end
|
||||
if not situation.update then
|
||||
situation.update = function() end
|
||||
end
|
||||
if _situations[situation.id] then
|
||||
trace("Warning: Overwriting situation with id: " .. situation.id)
|
||||
end
|
||||
_situations[situation.id] = situation
|
||||
end
|
||||
|
||||
--- Gets a situation by ID.
|
||||
--- @within Situation
|
||||
--- @param id string The situation ID.
|
||||
--- @return result table The situation table or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique situation identifier.<br/>
|
||||
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
|
||||
--- * handle (function) Called when the situation is applied.<br/>
|
||||
--- * update (function) Called each frame while situation is active.<br/>
|
||||
function Situation.get_by_id(id)
|
||||
return _situations[id]
|
||||
end
|
||||
|
||||
--- Gets all registered situations, optionally filtered by screen ID.
|
||||
--- @within Situation
|
||||
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
|
||||
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. </br>
|
||||
--- Fields: </br>
|
||||
--- * id (string) Unique situation identifier.<br/>
|
||||
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
|
||||
--- * handle (function) Called when the situation is applied.<br/>
|
||||
--- * update (function) Called each frame while situation is active.<br/>
|
||||
function Situation.get_all(screen_id)
|
||||
if screen_id then
|
||||
local filtered_situations = {}
|
||||
for _, situation in pairs(_situations) do
|
||||
if situation.screen_id == screen_id then
|
||||
table.insert(filtered_situations, situation)
|
||||
end
|
||||
end
|
||||
return filtered_situations
|
||||
end
|
||||
return _situations
|
||||
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.
|
||||
function Situation.apply(id, current_screen_id)
|
||||
local situation = Situation.get_by_id(id)
|
||||
local screen = Screen.get_by_id(current_screen_id)
|
||||
|
||||
if not situation then
|
||||
trace("Error: No situation found with id: " .. id)
|
||||
return nil
|
||||
end
|
||||
|
||||
if Util.contains(screen.situations, id) then
|
||||
situation.handle()
|
||||
return id
|
||||
else
|
||||
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
|
||||
return nil
|
||||
end
|
||||
end
|
||||
96
inc/sprite/sprite.manager.lua
Normal file
96
inc/sprite/sprite.manager.lua
Normal file
@@ -0,0 +1,96 @@
|
||||
--- @section Sprite
|
||||
local _sprites = {}
|
||||
local _active_sprites = {}
|
||||
|
||||
--- Registers a sprite definition.
|
||||
--- @within Sprite
|
||||
--- @param sprite_data table A table containing the sprite definition.
|
||||
--- @param sprite_data.id string Unique sprite identifier.<br/>
|
||||
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode.<br/>
|
||||
--- @param[opt] sprite_data.colorkey number Default color index for transparency.<br/>
|
||||
--- @param[opt] sprite_data.scale number Default scaling factor.<br/>
|
||||
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.<br/>
|
||||
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.<br/>
|
||||
--- @param[opt] sprite_data.rot number Default rotation in degrees.<br/>
|
||||
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.<br/>
|
||||
function Sprite.register(sprite_data)
|
||||
if not sprite_data or not sprite_data.id then
|
||||
trace("Error: Invalid sprite object registered (missing id)!")
|
||||
return
|
||||
end
|
||||
if _sprites[sprite_data.id] then
|
||||
trace("Warning: Overwriting sprite with id: " .. sprite_data.id)
|
||||
end
|
||||
_sprites[sprite_data.id] = sprite_data
|
||||
end
|
||||
|
||||
--- Schedules a sprite for drawing.
|
||||
--- @within Sprite
|
||||
--- @param id string The unique identifier of the sprite.<br/>
|
||||
--- @param x number The x-coordinate.<br/>
|
||||
--- @param y number The y-coordinate.<br/>
|
||||
--- @param[opt] colorkey number The color index for transparency.<br/>
|
||||
--- @param[opt] scale number The scaling factor.<br/>
|
||||
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
|
||||
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
|
||||
--- @param[opt] rot number The rotation in degrees.<br/>
|
||||
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||
if not _sprites[id] then
|
||||
trace("Error: Attempted to show non-registered sprite with id: " .. id)
|
||||
return
|
||||
end
|
||||
|
||||
_active_sprites[id] = {
|
||||
id = id,
|
||||
x = x,
|
||||
y = y,
|
||||
colorkey = colorkey,
|
||||
scale = scale,
|
||||
flip_x = flip_x,
|
||||
flip_y = flip_y,
|
||||
rot = rot,
|
||||
}
|
||||
end
|
||||
|
||||
--- Hides a displayed sprite.
|
||||
--- @within Sprite
|
||||
--- @param id string The unique identifier of the sprite.<br/>
|
||||
function Sprite.hide(id)
|
||||
_active_sprites[id] = nil
|
||||
end
|
||||
|
||||
--- Draws all scheduled sprites.
|
||||
--- @within Sprite
|
||||
function Sprite.draw()
|
||||
for id, params in pairs(_active_sprites) do
|
||||
local sprite_data = _sprites[id]
|
||||
if not sprite_data then
|
||||
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
|
||||
_active_sprites[id] = nil
|
||||
end
|
||||
|
||||
local colorkey = params.colorkey or sprite_data.colorkey or 0
|
||||
local scale = params.scale or sprite_data.scale or 1
|
||||
local flip_x = params.flip_x or sprite_data.flip_x or 0
|
||||
local flip_y = params.flip_y or sprite_data.flip_y or 0
|
||||
local rot = params.rot or sprite_data.rot or 0
|
||||
|
||||
if sprite_data.sprites then
|
||||
for i = 1, #sprite_data.sprites do
|
||||
local sub_sprite = sprite_data.sprites[i]
|
||||
spr(
|
||||
sub_sprite.s,
|
||||
params.x + (sub_sprite.x_offset or 0),
|
||||
params.y + (sub_sprite.y_offset or 0),
|
||||
sub_sprite.colorkey or colorkey,
|
||||
sub_sprite.scale or scale,
|
||||
sub_sprite.flip_x or flip_x,
|
||||
sub_sprite.flip_y or flip_y,
|
||||
sub_sprite.rot or rot
|
||||
)
|
||||
end
|
||||
else
|
||||
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
|
||||
end
|
||||
end
|
||||
end
|
||||
17
inc/sprite/sprite.norman.lua
Normal file
17
inc/sprite/sprite.norman.lua
Normal file
@@ -0,0 +1,17 @@
|
||||
Sprite.register({
|
||||
id = "norman",
|
||||
sprites = {
|
||||
-- Body (sprite index 0)
|
||||
{ s = 0, x_offset = 0, y_offset = 0 },
|
||||
-- Head (sprite index 1)
|
||||
{ s = 1, x_offset = 0, y_offset = -8 },
|
||||
-- Left Arm (sprite index 2)
|
||||
{ s = 2, x_offset = -4, y_offset = 4 },
|
||||
-- Right Arm (sprite index 3, flipped)
|
||||
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
|
||||
-- Left Leg (sprite index 4)
|
||||
{ s = 4, x_offset = -2, y_offset = 8 },
|
||||
-- Right Leg (sprite index 5, flipped)
|
||||
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
|
||||
}
|
||||
})
|
||||
@@ -1,16 +0,0 @@
|
||||
-- Audio subsystem
|
||||
|
||||
function Audio.music_stop() music() end
|
||||
function Audio.music_play_mainmenu() end
|
||||
function Audio.music_play_wakingup() end
|
||||
function Audio.music_play_room_morning() end
|
||||
function Audio.music_play_room_street_1() end
|
||||
function Audio.music_play_room_street_2() end
|
||||
function Audio.music_play_room_() end
|
||||
function Audio.music_play_room_work() end
|
||||
|
||||
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
||||
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
||||
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
||||
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
||||
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
||||
166
inc/system/system.focus.lua
Normal file
166
inc/system/system.focus.lua
Normal file
@@ -0,0 +1,166 @@
|
||||
--- @section Focus
|
||||
|
||||
local FOCUS_DEFAULT_SPEED = 5
|
||||
|
||||
local active = false
|
||||
local closing = false
|
||||
local driven = false
|
||||
local center_x = 0
|
||||
local center_y = 0
|
||||
local radius = 0
|
||||
local speed = FOCUS_DEFAULT_SPEED
|
||||
local on_complete = nil
|
||||
local driven_initial_r = 0
|
||||
local driven_max_r = 0
|
||||
|
||||
local function max_radius(cx, cy)
|
||||
local dx = math.max(cx, Config.screen.width - cx)
|
||||
local dy = math.max(cy, Config.screen.height - cy)
|
||||
return math.sqrt(dx * dx + dy * dy)
|
||||
end
|
||||
|
||||
--- Starts a focus overlay that reveals content through an expanding circle.
|
||||
--- @within Focus
|
||||
--- @param cx number The x-coordinate of the circle center.
|
||||
--- @param cy number The y-coordinate of the circle center.
|
||||
--- @param[opt] params table Optional parameters: `speed` (number) expansion rate in pixels/frame, `initial_radius` (number) starting radius in pixels (default 0), `on_complete` (function) callback when overlay disperses.
|
||||
function Focus.start(cx, cy, params)
|
||||
params = params or {}
|
||||
active = true
|
||||
closing = false
|
||||
driven = false
|
||||
center_x = cx
|
||||
center_y = cy
|
||||
radius = params.initial_radius or 0
|
||||
speed = params.speed or FOCUS_DEFAULT_SPEED
|
||||
on_complete = params.on_complete
|
||||
end
|
||||
|
||||
--- Starts a closing focus overlay that hides content by shrinking the visible circle.
|
||||
--- @within Focus
|
||||
--- @param cx number The x-coordinate of the circle center.
|
||||
--- @param cy number The y-coordinate of the circle center.
|
||||
--- @param[opt] params table Optional parameters: `speed` (number) shrink rate in pixels/frame, `on_complete` (function) callback when screen is fully covered.
|
||||
function Focus.close(cx, cy, params)
|
||||
params = params or {}
|
||||
active = true
|
||||
closing = true
|
||||
driven = false
|
||||
center_x = cx
|
||||
center_y = cy
|
||||
radius = max_radius(cx, cy)
|
||||
speed = params.speed or FOCUS_DEFAULT_SPEED
|
||||
on_complete = params.on_complete
|
||||
end
|
||||
|
||||
--- Starts a driven focus overlay whose radius is controlled externally via Focus.set_percentage().
|
||||
--- The radius maps linearly from initial_radius (at 0%) to the screen corner distance (at 100%).
|
||||
--- @within Focus
|
||||
--- @param cx number The x-coordinate of the circle center.
|
||||
--- @param cy number The y-coordinate of the circle center.
|
||||
--- @param[opt] params table Optional parameters: `initial_radius` (number) radius at 0% (default 0).
|
||||
function Focus.start_driven(cx, cy, params)
|
||||
params = params or {}
|
||||
active = true
|
||||
closing = false
|
||||
driven = true
|
||||
center_x = cx
|
||||
center_y = cy
|
||||
driven_initial_r = params.initial_radius or 0
|
||||
driven_max_r = max_radius(cx, cy)
|
||||
radius = driven_initial_r
|
||||
on_complete = nil
|
||||
end
|
||||
|
||||
--- Sets the visible radius as a percentage of the full screen extent.
|
||||
--- Only has effect when the overlay is in driven mode (started via Focus.start_driven).
|
||||
--- @within Focus
|
||||
--- @param pct number A value from 0 to 1 (0 = initial_radius, 1 = full screen).
|
||||
function Focus.set_percentage(pct)
|
||||
if not driven then return end
|
||||
radius = driven_initial_r + pct * (driven_max_r - driven_initial_r)
|
||||
end
|
||||
|
||||
--- Checks whether the focus overlay is currently active.
|
||||
--- @within Focus
|
||||
--- @return boolean Whether the focus overlay is active.
|
||||
function Focus.is_active()
|
||||
return active
|
||||
end
|
||||
|
||||
--- Stops the focus overlay immediately.
|
||||
--- @within Focus
|
||||
function Focus.stop()
|
||||
active = false
|
||||
closing = false
|
||||
driven = false
|
||||
radius = 0
|
||||
on_complete = nil
|
||||
end
|
||||
|
||||
--- Updates the focus overlay animation. No-op in driven mode.
|
||||
--- @within Focus
|
||||
function Focus.update()
|
||||
if not active then return end
|
||||
if driven then return end
|
||||
|
||||
if closing then
|
||||
radius = radius - speed
|
||||
if radius <= 0 then
|
||||
local cb = on_complete
|
||||
Focus.stop()
|
||||
if cb then cb() end
|
||||
end
|
||||
else
|
||||
radius = radius + speed
|
||||
if radius >= max_radius(center_x, center_y) then
|
||||
local cb = on_complete
|
||||
Focus.stop()
|
||||
if cb then cb() end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws the focus overlay (black screen with circular cutout).
|
||||
--- Must be called after all other drawing to appear on top of every visual layer.
|
||||
--- @within Focus
|
||||
function Focus.draw()
|
||||
if not active then return end
|
||||
|
||||
local cx = center_x
|
||||
local cy = center_y
|
||||
local r = radius
|
||||
local w = Config.screen.width
|
||||
local h = Config.screen.height
|
||||
local color = Config.colors.black
|
||||
|
||||
if closing and r <= 0 then
|
||||
rect(0, 0, w, h, color)
|
||||
return
|
||||
end
|
||||
|
||||
local top = math.max(0, math.floor(cy - r))
|
||||
local bottom = math.min(h - 1, math.ceil(cy + r))
|
||||
|
||||
if top > 0 then
|
||||
rect(0, 0, w, top, color)
|
||||
end
|
||||
|
||||
if bottom < h - 1 then
|
||||
rect(0, bottom + 1, w, h - bottom - 1, color)
|
||||
end
|
||||
|
||||
for y = top, bottom do
|
||||
local dy = y - cy
|
||||
local half_w = math.sqrt(math.max(0, r * r - dy * dy))
|
||||
local left = math.floor(cx - half_w)
|
||||
local right = math.ceil(cx + half_w)
|
||||
|
||||
if left > 0 then
|
||||
rect(0, y, left, 1, color)
|
||||
end
|
||||
if right < w then
|
||||
rect(right, y, w - right, 1, color)
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1,25 +1,39 @@
|
||||
-- Gamepad buttons
|
||||
--- @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 -- Z key
|
||||
local INPUT_KEY_B = 5 -- X key
|
||||
local INPUT_KEY_X = 6 -- A key
|
||||
local INPUT_KEY_Y = 7 -- S key
|
||||
|
||||
-- Keyboard keys
|
||||
-- TODO: Find correct key codes for SPACE and LCTRL
|
||||
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
|
||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
|
||||
--- 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
|
||||
|
||||
@@ -1,62 +1,29 @@
|
||||
local STATE_HANDLERS = {
|
||||
[WINDOW_SPLASH] = function()
|
||||
SplashWindow.update()
|
||||
SplashWindow.draw()
|
||||
end,
|
||||
[WINDOW_INTRO] = function()
|
||||
IntroWindow.update()
|
||||
IntroWindow.draw()
|
||||
end,
|
||||
[WINDOW_MENU] = function()
|
||||
MenuWindow.update()
|
||||
MenuWindow.draw()
|
||||
end,
|
||||
[WINDOW_GAME] = function()
|
||||
GameWindow.update()
|
||||
GameWindow.draw()
|
||||
end,
|
||||
[WINDOW_POPUP] = function()
|
||||
GameWindow.draw()
|
||||
PopupWindow.update()
|
||||
PopupWindow.draw()
|
||||
end,
|
||||
[WINDOW_CONFIGURATION] = function()
|
||||
ConfigurationWindow.update()
|
||||
ConfigurationWindow.draw()
|
||||
end,
|
||||
[WINDOW_AUDIOTEST] = function()
|
||||
AudioTestWindow.update()
|
||||
AudioTestWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_BUTTON_MASH] = function()
|
||||
MinigameButtonMashWindow.update()
|
||||
MinigameButtonMashWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_RHYTHM] = function()
|
||||
MinigameRhythmWindow.update()
|
||||
MinigameRhythmWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_DDR] = function()
|
||||
MinigameDDRWindow.update()
|
||||
MinigameDDRWindow.draw()
|
||||
end,
|
||||
}
|
||||
|
||||
--- @section Main
|
||||
local initialized_game = false
|
||||
|
||||
--- Initializes game state.
|
||||
--- @within Main
|
||||
--- @return boolean initialized_game True if game has been initialized, false otherwise.
|
||||
local function init_game()
|
||||
if initialized_game then return end
|
||||
|
||||
Context.reset()
|
||||
Window.set_current("splash") -- Set initial window using new manager
|
||||
MenuWindow.refresh_menu_items()
|
||||
initialized_game = true
|
||||
end
|
||||
|
||||
--- Main game loop (TIC-80 callback).
|
||||
--- @within Main
|
||||
function TIC()
|
||||
init_game()
|
||||
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[Context.active_window]
|
||||
local handler = Window.get_current_handler() -- Get handler from Window manager
|
||||
if handler then
|
||||
handler()
|
||||
end
|
||||
Meter.update()
|
||||
if Context.game_in_progress then
|
||||
UI.draw_meters()
|
||||
UI.draw_timer()
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,4 +1,11 @@
|
||||
|
||||
--- Prints text with shadow.
|
||||
--- @within Print
|
||||
--- @param text string The text to print.<br/>
|
||||
--- @param x number The x-coordinate.<br/>
|
||||
--- @param y number The y-coordinate.<br/>
|
||||
--- @param color number The color of the text.<br/>
|
||||
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
|
||||
--- @param[opt] scale number The scaling factor.<br/>
|
||||
function Print.text(text, x, y, color, fixed, scale)
|
||||
local shadow_color = Config.colors.black
|
||||
if color == shadow_color then shadow_color = Config.colors.light_grey end
|
||||
@@ -7,6 +14,14 @@ function Print.text(text, x, y, color, fixed, scale)
|
||||
print(text, x, y, color, fixed, scale)
|
||||
end
|
||||
|
||||
--- Prints centered text with shadow.
|
||||
--- @within Print
|
||||
--- @param text string The text to print.<br/>
|
||||
--- @param x number The x-coordinate for centering.<br/>
|
||||
--- @param y number The y-coordinate.<br/>
|
||||
--- @param color number The color of the text.<br/>
|
||||
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
|
||||
--- @param[opt] scale number The scaling factor.<br/>
|
||||
function Print.text_center(text, x, y, color, fixed, scale)
|
||||
scale = scale or 1
|
||||
local text_width = print(text, 0, -6, 0, fixed, scale)
|
||||
|
||||
@@ -1,22 +1,40 @@
|
||||
--- @section UI
|
||||
|
||||
--- Draws the top bar.
|
||||
--- @within UI
|
||||
--- @param title string The title text to display.<br/>
|
||||
function UI.draw_top_bar(title)
|
||||
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
||||
Print.text(title, 3, 2, Config.colors.green)
|
||||
Print.text(title, 3, 2, Config.colors.light_blue)
|
||||
end
|
||||
|
||||
--- Draws dialog window.
|
||||
--- @within UI
|
||||
function UI.draw_dialog()
|
||||
PopupWindow.draw()
|
||||
end
|
||||
|
||||
--- Draws a menu.
|
||||
--- @within UI
|
||||
--- @param items table A table of menu items.<br/>
|
||||
--- @param selected_item number The index of the currently selected item.<br/>
|
||||
--- @param x number The x-coordinate for the menu.<br/>
|
||||
--- @param y number The y-coordinate for the menu.<br/>
|
||||
function UI.draw_menu(items, selected_item, x, y)
|
||||
for i, item in ipairs(items) do
|
||||
local current_y = y + (i-1)*10
|
||||
if i == selected_item then
|
||||
Print.text(">", x - 8, current_y, Config.colors.green)
|
||||
Print.text(">", x - 8, current_y, Config.colors.light_blue)
|
||||
end
|
||||
Print.text(item.label, x, current_y, Config.colors.green)
|
||||
Print.text(item.label, x, current_y, Config.colors.light_blue)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates menu selection.
|
||||
--- @within UI
|
||||
--- @param items table A table of menu items.<br/>
|
||||
--- @param selected_item number The current index of the selected item.<br/>
|
||||
--- @return number selected_item The updated index of the selected item.
|
||||
function UI.update_menu(items, selected_item)
|
||||
if Input.up() then
|
||||
Audio.sfx_beep()
|
||||
@@ -34,10 +52,14 @@ function UI.update_menu(items, selected_item)
|
||||
return selected_item
|
||||
end
|
||||
|
||||
--- Wraps text.
|
||||
--- @within UI
|
||||
--- @param text string The text to wrap.<br/>
|
||||
--- @param max_chars_per_line number The maximum characters per line.<br/>
|
||||
--- @return result table A table of wrapped lines.
|
||||
function UI.word_wrap(text, max_chars_per_line)
|
||||
if text == nil then return {""} end
|
||||
local lines = {}
|
||||
|
||||
for input_line in (text .. "\n"):gmatch("(.-)\n") do
|
||||
local current_line = ""
|
||||
local words_in_line = 0
|
||||
@@ -52,21 +74,37 @@ function UI.word_wrap(text, max_chars_per_line)
|
||||
current_line = word
|
||||
end
|
||||
end
|
||||
|
||||
if words_in_line > 0 then
|
||||
table.insert(lines, current_line)
|
||||
else
|
||||
table.insert(lines, "")
|
||||
end
|
||||
end
|
||||
|
||||
if #lines == 0 then
|
||||
return {""}
|
||||
end
|
||||
|
||||
return lines
|
||||
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,
|
||||
@@ -80,6 +118,15 @@ 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.<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,
|
||||
@@ -88,37 +135,126 @@ function UI.create_action_item(label, action)
|
||||
}
|
||||
end
|
||||
|
||||
function UI.draw_desition_selector(desitions, selected_desition_index)
|
||||
--- 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 #desitions > 0 then
|
||||
local selected_desition = desitions[selected_desition_index]
|
||||
local desition_label = selected_desition.label
|
||||
local text_width = #desition_label * 4 -- Assuming 4 pixels per char
|
||||
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
|
||||
|
||||
-- Center the decision label
|
||||
local text_x = (Config.screen.width - text_width) / 2
|
||||
|
||||
-- Draw left arrow at the far left
|
||||
Print.text("<", 2, text_y, Config.colors.green)
|
||||
-- Draw selected desition label
|
||||
Print.text(desition_label, text_x, text_y, Config.colors.item) -- Highlight color
|
||||
-- Draw right arrow at the far right
|
||||
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) -- 6 = 2 (right margin) + 4 (char width)
|
||||
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
|
||||
|
||||
function UI.update_desition_selector(desitions, selected_desition_index)
|
||||
--- 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_desition_index = Util.safeindex(desitions, selected_desition_index - 1)
|
||||
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
|
||||
elseif Input.right() then
|
||||
Audio.sfx_beep()
|
||||
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
|
||||
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
|
||||
end
|
||||
return selected_desition_index
|
||||
return selected_decision_index
|
||||
end
|
||||
@@ -1,15 +1,38 @@
|
||||
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 index The wrapped index within the array's bounds.
|
||||
function Util.safeindex(array, index)
|
||||
return ((index - 1 + #array) % #array) + 1
|
||||
end
|
||||
|
||||
--- Navigates to a screen by its ID.
|
||||
--- @within Util
|
||||
--- @param screen_id string The ID of the screen to go to.<br/>
|
||||
function Util.go_to_screen_by_id(screen_id)
|
||||
local screen_index = Context.screen_indices_by_id[screen_id]
|
||||
if screen_index then
|
||||
Context.current_screen = screen_index
|
||||
Context.selected_desition_index = 1 -- Reset selected decision on new screen
|
||||
local screen = Screen.get_by_id(screen_id)
|
||||
if screen then
|
||||
Context.game.current_screen = screen_id
|
||||
screen.init()
|
||||
else
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
|
||||
end
|
||||
end
|
||||
|
||||
--- Checks if a table contains a specific value.
|
||||
--- @within Util
|
||||
--- @param t table The table to check.
|
||||
--- @param value any The value to look for.<br/>
|
||||
--- @return boolean true if the value is found, false otherwise.
|
||||
function Util.contains(t, value)
|
||||
for i = 1, #t do
|
||||
if t[i] == value then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
@@ -1,3 +1,4 @@
|
||||
--- @section AudioTestWindow
|
||||
AudioTestWindow = {
|
||||
index_menu = 1,
|
||||
index_func = 1,
|
||||
@@ -6,34 +7,45 @@ AudioTestWindow = {
|
||||
last_pressed = false
|
||||
}
|
||||
|
||||
--- Generates menu items for audio test.
|
||||
--- @within AudioTestWindow
|
||||
--- @param list_func table List of audio functions.<br/>
|
||||
--- @param index_func number Current index of selected function.<br/>
|
||||
--- @return result table Generated menu items, an array of menu item tables or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * label (string) Display text for the menu item.<br/>
|
||||
--- * decision (function) Called when the menu item is selected.<br/>
|
||||
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
return {
|
||||
{
|
||||
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
||||
desition = function()
|
||||
decision = function()
|
||||
local current_func = Audio[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
|
||||
},
|
||||
{
|
||||
label = "Stop playing music",
|
||||
desition = function()
|
||||
decision = function()
|
||||
Audio.music_stop()
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Back",
|
||||
desition = function()
|
||||
decision = function()
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
},
|
||||
}
|
||||
end
|
||||
|
||||
--- Generates list of audio functions.
|
||||
--- @within AudioTestWindow
|
||||
--- @return result table A sorted list of audio function names.
|
||||
function AudioTestWindow.generate_listfunc()
|
||||
local result = {}
|
||||
|
||||
@@ -48,37 +60,57 @@ function AudioTestWindow.generate_listfunc()
|
||||
return result
|
||||
end
|
||||
|
||||
--- Navigates back from audio test window.
|
||||
--- @within AudioTestWindow
|
||||
function AudioTestWindow.back()
|
||||
Audio.sfx_deselect()
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
GameWindow.set_state("menu")
|
||||
end
|
||||
|
||||
--- Initializes audio test window.
|
||||
--- @within AudioTestWindow
|
||||
function AudioTestWindow.init()
|
||||
AudioTestWindow.last_pressed = false
|
||||
AudioTestWindow.index_menu = 1
|
||||
AudioTestWindow.index_func = 1
|
||||
AudioTestWindow.list_func = AudioTestWindow.generate_listfunc()
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||
)
|
||||
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)
|
||||
elseif Input.down() then
|
||||
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
|
||||
elseif Input.left() then
|
||||
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func - 1)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
AudioTestWindow.index_func = Util.safeindex(
|
||||
AudioTestWindow.list_func,
|
||||
AudioTestWindow.index_func - 1
|
||||
)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||
)
|
||||
elseif Input.right() then
|
||||
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func + 1)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
AudioTestWindow.index_func = Util.safeindex(
|
||||
AudioTestWindow.list_func,
|
||||
AudioTestWindow.index_func + 1
|
||||
)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||
)
|
||||
elseif Input.menu_confirm() then
|
||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
|
||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
|
||||
elseif Input.menu_back() then
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
|
||||
@@ -1,56 +1,57 @@
|
||||
--- @section ConfigurationWindow
|
||||
ConfigurationWindow = {
|
||||
controls = {},
|
||||
selected_control = 1,
|
||||
}
|
||||
|
||||
--- Initializes configuration window.
|
||||
--- @within ConfigurationWindow
|
||||
function ConfigurationWindow.init()
|
||||
ConfigurationWindow.controls = {
|
||||
UI.create_desition_item(
|
||||
UI.create_action_item(
|
||||
"Save",
|
||||
function() Config.save() end
|
||||
),
|
||||
UI.create_desition_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 -- Left margin for labels
|
||||
local x_start = 10
|
||||
local y_start = 40
|
||||
local x_value_right_align = Config.screen.width - 10 -- Right margin for values
|
||||
local char_width = 4 -- Approximate character width for default font
|
||||
|
||||
local x_value_right_align = Config.screen.width - 10
|
||||
local char_width = 4
|
||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||
local current_y = y_start + (i - 1) * 12
|
||||
local color = Config.colors.green
|
||||
|
||||
local color = Config.colors.light_blue
|
||||
if control.type == "numeric_stepper" then
|
||||
local value = control.get()
|
||||
local label_text = control.label
|
||||
local value_text = string.format(control.format, value)
|
||||
|
||||
-- Calculate x position for right-aligned value
|
||||
local value_x = x_value_right_align - (#value_text * char_width)
|
||||
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
Print.text("<", x_start -8, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
|
||||
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) -- Print '>' after value
|
||||
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 == "desition_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
|
||||
@@ -58,13 +59,14 @@ function ConfigurationWindow.draw()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
end
|
||||
|
||||
--- Updates configuration window logic.
|
||||
--- @within ConfigurationWindow
|
||||
function ConfigurationWindow.update()
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
GameWindow.set_state("menu")
|
||||
return
|
||||
end
|
||||
|
||||
@@ -84,16 +86,16 @@ function ConfigurationWindow.update()
|
||||
if control then
|
||||
if control.type == "numeric_stepper" then
|
||||
local current_value = control.get()
|
||||
if btnp(2) then -- Left
|
||||
if Input.left() then
|
||||
local new_value = math.max(control.min, current_value - control.step)
|
||||
control.set(new_value)
|
||||
elseif btnp(3) then -- Right
|
||||
elseif Input.right() then
|
||||
local new_value = math.min(control.max, current_value + control.step)
|
||||
control.set(new_value)
|
||||
end
|
||||
elseif control.type == "desition_item" then
|
||||
elseif control.type == "action_item" then
|
||||
if Input.menu_confirm() then
|
||||
control.desition()
|
||||
control.action()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,82 +1,81 @@
|
||||
--- @section GameWindow
|
||||
local _available_decisions = {}
|
||||
local _selected_decision_index = 1
|
||||
|
||||
--- Draws the game window.
|
||||
--- @within GameWindow
|
||||
function GameWindow.draw()
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
UI.draw_top_bar(currentScreenData.name)
|
||||
|
||||
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
|
||||
local available_desitions = {}
|
||||
for _, desition_id in ipairs(currentScreenData.decisions) do
|
||||
local desition_obj = DesitionManager.get(desition_id)
|
||||
if desition_obj and desition_obj.condition() then -- Check condition directly
|
||||
table.insert(available_desitions, desition_obj)
|
||||
end
|
||||
end
|
||||
-- If no available desitions, display nothing or a message
|
||||
if #available_desitions > 0 then
|
||||
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
|
||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||
if screen.background then
|
||||
Map.draw(screen.background)
|
||||
elseif screen.background_color then
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
|
||||
end
|
||||
UI.draw_top_bar(screen.name)
|
||||
if not Context.stat_screen_active and #_available_decisions > 0 then
|
||||
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
||||
end
|
||||
Sprite.draw()
|
||||
Focus.draw()
|
||||
screen.draw()
|
||||
end
|
||||
|
||||
--- Updates the game window logic.
|
||||
--- @within GameWindow
|
||||
function GameWindow.update()
|
||||
Focus.update()
|
||||
if Input.menu_back() then
|
||||
Context.active_window = WINDOW_MENU
|
||||
Window.set_current("menu")
|
||||
MenuWindow.refresh_menu_items()
|
||||
return
|
||||
end
|
||||
|
||||
-- Handle screen changing using up/down
|
||||
if Input.up() then
|
||||
Context.current_screen = Context.current_screen - 1
|
||||
if Context.current_screen < 1 then
|
||||
Context.current_screen = #Context.screens
|
||||
end
|
||||
Context.selected_desition_index = 1 -- Reset selected decision on screen change
|
||||
elseif Input.down() then
|
||||
Context.current_screen = Context.current_screen + 1
|
||||
if Context.current_screen > #Context.screens then
|
||||
Context.current_screen = 1
|
||||
end
|
||||
Context.selected_desition_index = 1 -- Reset selected decision on screen change
|
||||
end
|
||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||
screen.update()
|
||||
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
|
||||
local available_desitions = {}
|
||||
for _, desition_id in ipairs(currentScreenData.decisions) do
|
||||
local desition_obj = DesitionManager.get(desition_id)
|
||||
if desition_obj and desition_obj.condition() then -- Check condition directly
|
||||
table.insert(available_desitions, desition_obj)
|
||||
-- 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
|
||||
current_situation_obj.update()
|
||||
end
|
||||
end
|
||||
|
||||
-- If no available desitions, we can't update or execute
|
||||
if #available_desitions == 0 then return end
|
||||
if Context.stat_screen_active then return end
|
||||
|
||||
-- Update selected decision using left/right inputs
|
||||
local new_selected_desition_index = UI.update_desition_selector(
|
||||
available_desitions,
|
||||
Context.selected_desition_index
|
||||
-- Fetch and filter decisions locally
|
||||
local all_decisions_for_screen = Decision.get_for_screen(screen)
|
||||
_available_decisions = Decision.filter_available(all_decisions_for_screen)
|
||||
|
||||
if #_available_decisions == 0 then return end
|
||||
|
||||
if _selected_decision_index > #_available_decisions then
|
||||
_selected_decision_index = 1
|
||||
end
|
||||
|
||||
local new_selected_decision_index = UI.update_decision_selector(
|
||||
_available_decisions,
|
||||
_selected_decision_index
|
||||
)
|
||||
|
||||
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
|
||||
if new_selected_desition_index ~= Context.selected_desition_index then
|
||||
Context.selected_desition_index = new_selected_desition_index
|
||||
if new_selected_decision_index ~= _selected_decision_index then
|
||||
_selected_decision_index = new_selected_decision_index
|
||||
end
|
||||
|
||||
-- Execute selected decision on Input.select()
|
||||
if Input.select() then
|
||||
local selected_desition = available_desitions[Context.selected_desition_index]
|
||||
if selected_desition and selected_desition.handle then -- Call handle directly
|
||||
Audio.sfx_select() -- Play sound for selection
|
||||
selected_desition.handle()
|
||||
end
|
||||
local selected_decision = _available_decisions[_selected_decision_index]
|
||||
if selected_decision and selected_decision.handle then
|
||||
Audio.sfx_select()
|
||||
selected_decision.handle()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Sets the active window.
|
||||
--- @within GameWindow
|
||||
--- @param new_state string The ID of the new active window.</br>
|
||||
function GameWindow.set_state(new_state)
|
||||
Context.active_window = new_state
|
||||
-- Add any state-specific initialization/cleanup here later if needed
|
||||
Window.set_current(new_state)
|
||||
end
|
||||
|
||||
@@ -1,25 +1,41 @@
|
||||
--- @section IntroWindow
|
||||
IntroWindow.y = Config.screen.height
|
||||
IntroWindow.speed = 0.5
|
||||
IntroWindow.text = [[
|
||||
Norman Reds’ everyday life
|
||||
seems ordinary: work,
|
||||
meetings, coffee, and
|
||||
endless notifications.
|
||||
But beneath him, or around
|
||||
him — something is
|
||||
constantly building, and
|
||||
it soon becomes clear
|
||||
that there is more going
|
||||
on than meets the eye.
|
||||
]]
|
||||
|
||||
--- Draws the intro window.
|
||||
--- @within IntroWindow
|
||||
function IntroWindow.draw()
|
||||
local x = (Config.screen.width - 132) / 2 -- Centered text
|
||||
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
||||
local x = (Config.screen.width - 132) / 2
|
||||
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue)
|
||||
end
|
||||
|
||||
--- Updates the intro window logic.
|
||||
--- @within IntroWindow
|
||||
function IntroWindow.update()
|
||||
Context.intro.y = Context.intro.y - Context.intro.speed
|
||||
IntroWindow.y = IntroWindow.y - IntroWindow.speed
|
||||
|
||||
-- Count lines in intro text to determine when scrolling is done
|
||||
local lines = 1
|
||||
for _ in string.gmatch(Context.intro.text, "\n") do
|
||||
for _ in string.gmatch(IntroWindow.text, "\n") do
|
||||
lines = lines + 1
|
||||
end
|
||||
|
||||
-- When text is off-screen, go to menu
|
||||
if Context.intro.y < -lines * 8 then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
if IntroWindow.y < -lines * 8 then
|
||||
Window.set_current("menu")
|
||||
end
|
||||
|
||||
-- Skip intro by pressing A
|
||||
if Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
Window.set_current("menu")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
53
inc/window/window.manager.lua
Normal file
53
inc/window/window.manager.lua
Normal file
@@ -0,0 +1,53 @@
|
||||
--- @section Window
|
||||
local _windows = {}
|
||||
|
||||
--- Registers a window table.
|
||||
--- @within Window
|
||||
--- @param id string The ID of the window (e.g., "splash", "menu").</br>
|
||||
--- @param window_table table The actual window module table (e.g., SplashWindow).</br>
|
||||
function Window.register(id, window_table)
|
||||
_windows[id] = window_table
|
||||
end
|
||||
|
||||
--- Retrieves a registered window table by its ID.
|
||||
--- @within Window
|
||||
--- @param id string The ID of the window.
|
||||
--- @return result table The window module table or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * update (function) Called each frame to update window logic.<br/>
|
||||
--- * draw (function) Called each frame to draw the window.<br/>
|
||||
function Window.get(id)
|
||||
return _windows[id]
|
||||
end
|
||||
|
||||
--- Sets the currently active window.
|
||||
--- @within Window
|
||||
--- @param id string The ID of the window to activate.</br>
|
||||
function Window.set_current(id)
|
||||
Context.current_window = id
|
||||
end
|
||||
|
||||
--- Gets the ID of the currently active window.
|
||||
--- This function is used by the main game loop to update and draw the active window.
|
||||
--- @within Window
|
||||
--- @return string The ID of the active window.
|
||||
function Window.get_current_id()
|
||||
return Context.current_window
|
||||
end
|
||||
|
||||
--- Gets the handler function for the currently active window.
|
||||
-- This function is used by the main game loop to update and draw the active window.
|
||||
--- @within Window
|
||||
--- @return function A function that updates and draws the current window.
|
||||
function Window.get_current_handler()
|
||||
local window_table = Window.get(Context.current_window)
|
||||
if window_table and window_table.update and window_table.draw then
|
||||
return function()
|
||||
window_table.update()
|
||||
window_table.draw()
|
||||
end
|
||||
else
|
||||
-- Fallback handler for unregistered or incomplete windows
|
||||
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
|
||||
end
|
||||
end
|
||||
@@ -1,65 +1,87 @@
|
||||
--- @section MenuWindow
|
||||
local _menu_items = {}
|
||||
|
||||
--- Draws the menu window.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.draw()
|
||||
UI.draw_top_bar("Main Menu")
|
||||
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
|
||||
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
|
||||
end
|
||||
|
||||
--- Updates the menu window logic.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.update()
|
||||
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
|
||||
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||
if selected_item and selected_item.desition then
|
||||
local selected_item = _menu_items[Context.current_menu_item]
|
||||
if selected_item and selected_item.decision then
|
||||
Audio.sfx_select()
|
||||
selected_item.desition()
|
||||
selected_item.decision()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Starts a new game from the menu.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.new_game()
|
||||
Context.new_game() -- This function will be created in Context
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
Context.new_game()
|
||||
GameWindow.set_state("game")
|
||||
end
|
||||
|
||||
--- Loads a game from the menu.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.load_game()
|
||||
Context.load_game() -- This function will be created in Context
|
||||
GameWindow.set_state(WINDOW_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() -- This function will be created in Context
|
||||
Context.save_game()
|
||||
end
|
||||
|
||||
--- Resumes the game from the menu.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.resume_game()
|
||||
GameWindow.set_state(WINDOW_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(WINDOW_CONFIGURATION)
|
||||
GameWindow.set_state("configuration")
|
||||
end
|
||||
|
||||
--- Opens the audio test menu.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.audio_test()
|
||||
AudioTestWindow.init()
|
||||
GameWindow.set_state(WINDOW_AUDIOTEST)
|
||||
GameWindow.set_state("audiotest")
|
||||
end
|
||||
|
||||
--- Refreshes menu items.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.refresh_menu_items()
|
||||
Context.menu_items = {} -- Start with an empty table
|
||||
|
||||
_menu_items = {}
|
||||
if Context.game_in_progress then
|
||||
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
|
||||
table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
||||
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
||||
end
|
||||
|
||||
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
|
||||
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
|
||||
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
|
||||
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
|
||||
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
|
||||
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
||||
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
|
||||
|
||||
Context.selected_menu_item = 1 -- Reset selection after refreshing
|
||||
Context.current_menu_item = 1
|
||||
end
|
||||
|
||||
@@ -1,76 +1,27 @@
|
||||
function MinigameDDRWindow.init()
|
||||
-- Calculate evenly spaced arrow positions
|
||||
local arrow_size = 12
|
||||
local arrow_spacing = 30
|
||||
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
|
||||
local start_x = (Config.screen.width - total_width) / 2
|
||||
--- @section MinigameDDRWindow
|
||||
|
||||
Context.minigame_ddr = {
|
||||
-- Progress bar (matching button mash style)
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
fill_per_hit = 10, -- Points gained per perfect hit
|
||||
miss_penalty = 5, -- Points lost per miss
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
|
||||
-- Arrow settings
|
||||
arrow_size = arrow_size,
|
||||
arrow_spawn_timer = 0,
|
||||
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
|
||||
arrow_fall_speed = 1.5, -- Pixels per frame
|
||||
arrows = {}, -- Active falling arrows {dir, x, y}
|
||||
|
||||
-- Target arrows at bottom (evenly spaced, centered on screen)
|
||||
target_y = 115, -- Y position of target arrows
|
||||
target_arrows = {
|
||||
{dir = "left", x = start_x},
|
||||
{dir = "down", x = start_x + arrow_size + arrow_spacing},
|
||||
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
|
||||
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
|
||||
},
|
||||
|
||||
-- Hit detection
|
||||
hit_threshold = 8, -- Pixels of tolerance for perfect hit
|
||||
button_pressed_timers = {}, -- Visual feedback per arrow
|
||||
button_press_duration = 8,
|
||||
|
||||
-- Input cooldown per direction
|
||||
input_cooldowns = {
|
||||
left = 0,
|
||||
down = 0,
|
||||
up = 0,
|
||||
right = 0
|
||||
},
|
||||
input_cooldown_duration = 10,
|
||||
|
||||
-- Song/Pattern system
|
||||
frame_counter = 0, -- Tracks frames since start
|
||||
current_song = nil, -- Current song data
|
||||
pattern_index = 1, -- Current position in pattern
|
||||
use_pattern = false, -- If true, use song pattern; if false, use random spawning
|
||||
|
||||
return_window = WINDOW_GAME
|
||||
}
|
||||
--- Initializes DDR minigame state.
|
||||
--- @within MinigameDDRWindow
|
||||
--- @param params table Optional parameters for configuration.<br/>
|
||||
function MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr = Minigame.configure_ddr(params)
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.start(return_window, song_key)
|
||||
MinigameDDRWindow.init()
|
||||
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
|
||||
|
||||
-- Debug: Store song_key for display
|
||||
--- Starts the DDR minigame.
|
||||
--- @within MinigameDDRWindow
|
||||
--- @param return_window string The window ID to return to after the minigame.</br>
|
||||
--- @param[opt] song_key string The key of the song to play.</br>
|
||||
--- @param[opt] params table Optional parameters for minigame configuration.</br>
|
||||
function MinigameDDRWindow.start(return_window, song_key, params)
|
||||
MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr.return_window = return_window or "game"
|
||||
Context.minigame_ddr.debug_song_key = song_key
|
||||
|
||||
-- Load song pattern if specified
|
||||
if song_key and Songs and Songs[song_key] then
|
||||
Context.minigame_ddr.current_song = Songs[song_key]
|
||||
Context.minigame_ddr.use_pattern = true
|
||||
Context.minigame_ddr.pattern_index = 1
|
||||
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
||||
else
|
||||
-- Default to random spawning
|
||||
Context.minigame_ddr.use_pattern = false
|
||||
if song_key then
|
||||
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
||||
@@ -78,25 +29,26 @@ function MinigameDDRWindow.start(return_window, song_key)
|
||||
Context.minigame_ddr.debug_status = "Random mode"
|
||||
end
|
||||
end
|
||||
|
||||
Context.active_window = WINDOW_MINIGAME_DDR
|
||||
Window.set_current("minigame_ddr")
|
||||
end
|
||||
|
||||
-- Spawn a new arrow (random direction)
|
||||
--- Spawns a random arrow.
|
||||
--- @within MinigameDDRWindow
|
||||
local function spawn_arrow()
|
||||
local mg = Context.minigame_ddr
|
||||
local target = mg.target_arrows[math.random(1, 4)]
|
||||
table.insert(mg.arrows, {
|
||||
dir = target.dir,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
|
||||
y = mg.bar_y + mg.bar_height + 10
|
||||
})
|
||||
end
|
||||
|
||||
-- Spawn an arrow with specific direction
|
||||
--- 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
|
||||
-- Find the target arrow for this direction
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
if target.dir == direction then
|
||||
table.insert(mg.arrows, {
|
||||
@@ -109,146 +61,124 @@ local function spawn_arrow_dir(direction)
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if arrow is close enough for a hit
|
||||
--- 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)
|
||||
local mg = Context.minigame_ddr
|
||||
local distance = math.abs(arrow.y - mg.target_y)
|
||||
return distance <= mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Check if arrow has passed the target
|
||||
--- 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)
|
||||
local mg = Context.minigame_ddr
|
||||
return arrow.y > mg.target_y + mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Draw a single arrow sprite
|
||||
--- 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.
|
||||
--- @param color number The color of the arrow.
|
||||
local function draw_arrow(x, y, direction, color)
|
||||
local size = 12
|
||||
local half = size / 2
|
||||
|
||||
-- Draw arrow shape based on direction
|
||||
if direction == "left" then
|
||||
-- Triangle pointing left
|
||||
tri(x + half, y, x, y + half, x + half, y + size, color)
|
||||
rect(x + half, y + half - 2, half, 4, color)
|
||||
elseif direction == "right" then
|
||||
-- Triangle pointing right
|
||||
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
||||
rect(x, y + half - 2, half, 4, color)
|
||||
elseif direction == "up" then
|
||||
-- Triangle pointing up
|
||||
tri(x, y + half, x + half, y, x + size, y + half, color)
|
||||
rect(x + half - 2, y + half, 4, half, color)
|
||||
elseif direction == "down" then
|
||||
-- Triangle pointing down
|
||||
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
||||
rect(x + half - 2, y, 4, half, color)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates DDR minigame logic.
|
||||
--- @within MinigameDDRWindow
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Check for completion (bar filled to 100%)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Context.active_window = mg.return_window
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
|
||||
-- Increment frame counter
|
||||
mg.frame_counter = mg.frame_counter + 1
|
||||
|
||||
-- Check if song has ended (pattern mode only)
|
||||
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
|
||||
-- Song has ended if we've passed the end frame AND all arrows are cleared
|
||||
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
||||
-- Song complete! Return to previous window
|
||||
Context.active_window = mg.return_window
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Spawn arrows based on mode (pattern or random)
|
||||
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
|
||||
-- Pattern-based spawning (synced to song)
|
||||
local pattern = mg.current_song.pattern
|
||||
|
||||
-- Check if current frame matches any pattern entry
|
||||
while mg.pattern_index <= #pattern do
|
||||
local spawn_entry = pattern[mg.pattern_index]
|
||||
|
||||
if mg.frame_counter >= spawn_entry.frame then
|
||||
-- Time to spawn this arrow!
|
||||
spawn_arrow_dir(spawn_entry.dir)
|
||||
mg.pattern_index = mg.pattern_index + 1
|
||||
else
|
||||
-- Not time yet, break the loop
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Random spawning mode (original behavior)
|
||||
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
||||
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
||||
spawn_arrow()
|
||||
mg.arrow_spawn_timer = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Update falling arrows
|
||||
local arrows_to_remove = {}
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
arrow.y = arrow.y + mg.arrow_fall_speed
|
||||
|
||||
-- Check if arrow went off-screen (miss)
|
||||
if check_miss(arrow) then
|
||||
table.insert(arrows_to_remove, i)
|
||||
-- Penalty for missing
|
||||
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Remove off-screen arrows (iterate backwards to avoid index issues)
|
||||
-- iterate backwards to avoid index shift issues
|
||||
for i = #arrows_to_remove, 1, -1 do
|
||||
table.remove(mg.arrows, arrows_to_remove[i])
|
||||
end
|
||||
|
||||
-- Update input cooldowns
|
||||
for dir, _ in pairs(mg.input_cooldowns) do
|
||||
if mg.input_cooldowns[dir] > 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
|
||||
end
|
||||
end
|
||||
|
||||
-- Update button press timers
|
||||
for dir, _ in pairs(mg.button_pressed_timers) do
|
||||
if mg.button_pressed_timers[dir] > 0 then
|
||||
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
|
||||
end
|
||||
end
|
||||
|
||||
-- Check for arrow key inputs
|
||||
local input_map = {
|
||||
left = Input.left(),
|
||||
down = Input.down(),
|
||||
up = Input.up(),
|
||||
right = Input.right()
|
||||
}
|
||||
|
||||
for dir, pressed in pairs(input_map) do
|
||||
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
||||
mg.button_pressed_timers[dir] = mg.button_press_duration
|
||||
|
||||
-- Check if any arrow matches this direction and is in hit range
|
||||
local hit = false
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
if arrow.dir == dir and check_hit(arrow) then
|
||||
-- Perfect hit!
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
@@ -258,8 +188,6 @@ function MinigameDDRWindow.update()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- If pressed but no arrow to hit, apply small penalty
|
||||
if not hit then
|
||||
mg.bar_fill = mg.bar_fill - 2
|
||||
if mg.bar_fill < 0 then
|
||||
@@ -270,81 +198,71 @@ function MinigameDDRWindow.update()
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws DDR minigame.
|
||||
--- @within MinigameDDRWindow
|
||||
function MinigameDDRWindow.draw()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Safety check
|
||||
if not mg then
|
||||
cls(0)
|
||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||
print("Press Z to return", 10, 20, 12)
|
||||
if Input.select() then
|
||||
Context.active_window = WINDOW_GAME
|
||||
Window.set_current("game")
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
if mg.return_window == "game" then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
-- Draw progress bar background
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
|
||||
-- Draw progress bar fill
|
||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills
|
||||
local bar_color = Config.colors.green
|
||||
local bar_color = Config.colors.light_blue
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
bar_color = Config.colors.item
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar
|
||||
bar_color = Config.colors.blue
|
||||
end
|
||||
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
end
|
||||
|
||||
-- Draw progress percentage
|
||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||
|
||||
-- Draw target arrows at bottom (light grey when not pressed)
|
||||
if mg.target_arrows then
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
|
||||
local color = is_pressed and Config.colors.green or Config.colors.light_grey
|
||||
local color = is_pressed and Config.colors.light_blue or Config.colors.light_grey
|
||||
draw_arrow(target.x, mg.target_y, target.dir, color)
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw falling arrows (blue)
|
||||
if mg.arrows then
|
||||
for _, arrow in ipairs(mg.arrows) do
|
||||
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color
|
||||
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
|
||||
-- Debug info (large and visible)
|
||||
local debug_y = 60
|
||||
if mg.debug_status then
|
||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||
debug_y = debug_y + 10
|
||||
end
|
||||
if mg.use_pattern then
|
||||
Print.text_center("PATTERN MODE - Frame:" .. mg.frame_counter, Config.screen.width / 2, debug_y, Config.colors.green)
|
||||
Print.text_center(
|
||||
"PATTERN MODE - Frame:" .. mg.frame_counter,
|
||||
Config.screen.width / 2,
|
||||
debug_y,
|
||||
Config.colors.light_blue
|
||||
)
|
||||
if mg.current_song and mg.current_song.pattern then
|
||||
Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
|
||||
Print.text_center(
|
||||
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
|
||||
Config.screen.width / 2,
|
||||
debug_y + 10,
|
||||
Config.colors.light_blue
|
||||
)
|
||||
end
|
||||
else
|
||||
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
|
||||
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
|
||||
end
|
||||
end
|
||||
@@ -1,113 +1,89 @@
|
||||
function MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash = {
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
fill_per_press = 8,
|
||||
base_degradation = 0.15, -- Base degradation per frame
|
||||
degradation_multiplier = 0.006, -- Increases with bar fill
|
||||
button_pressed_timer = 0, -- Visual feedback timer
|
||||
button_press_duration = 8, -- Frames to show button press
|
||||
return_window = WINDOW_GAME, -- Window to return to after completion
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
button_x = 20,
|
||||
button_y = 110,
|
||||
button_size = 12
|
||||
}
|
||||
--- Initializes button mash minigame state.
|
||||
--- @within MinigameButtonMashWindow
|
||||
--- @param params table Optional parameters for configuration.<br/>
|
||||
function MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash = Minigame.configure_button_mash(params)
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.start(return_window)
|
||||
MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
||||
--- Starts the button mash minigame.
|
||||
--- @within MinigameButtonMashWindow
|
||||
--- @param return_window string The window ID to return to after the minigame.<br/>
|
||||
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
|
||||
function MinigameButtonMashWindow.start(return_window, params)
|
||||
MinigameButtonMashWindow.init(params)
|
||||
local mg = Context.minigame_button_mash
|
||||
mg.return_window = return_window or "game"
|
||||
if mg.focus_center_x then
|
||||
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
|
||||
initial_radius = mg.focus_initial_radius
|
||||
})
|
||||
end
|
||||
Window.set_current("minigame_button_mash")
|
||||
end
|
||||
|
||||
--- Updates button mash minigame logic.
|
||||
--- @within MinigameButtonMashWindow
|
||||
function MinigameButtonMashWindow.update()
|
||||
local mg = Context.minigame_button_mash
|
||||
|
||||
-- Check for Z button press
|
||||
if Input.select() then
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
|
||||
-- Clamp to max
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if bar is full (completed)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Context.active_window = mg.return_window
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
if mg.focus_center_x then Focus.stop() end
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
|
||||
-- Automatic degradation (increases with bar fill level)
|
||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||
mg.bar_fill = mg.bar_fill - degradation
|
||||
|
||||
-- Clamp to minimum
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
if mg.focus_center_x then
|
||||
Focus.set_percentage(mg.bar_fill / mg.max_fill)
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws button mash minigame.
|
||||
--- @within MinigameButtonMashWindow
|
||||
function MinigameButtonMashWindow.draw()
|
||||
local mg = Context.minigame_button_mash
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
if mg.return_window == "game" then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
-- Draw darker rectangles to create overlay effect
|
||||
if not mg.focus_center_x then
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
-- Draw progress bar background
|
||||
end
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
|
||||
-- Draw progress bar fill
|
||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
|
||||
local bar_color = Config.colors.green
|
||||
local bar_color = Config.colors.light_blue
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
bar_color = Config.colors.item
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar -- medium color
|
||||
bar_color = Config.colors.blue
|
||||
end
|
||||
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
end
|
||||
|
||||
-- Draw button indicator
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
button_color = Config.colors.light_blue
|
||||
end
|
||||
|
||||
-- Draw button as circle (approximated with rect for TIC-80)
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
|
||||
-- Draw Z text in the button
|
||||
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
|
||||
-- Draw progress percentage
|
||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||
end
|
||||
|
||||
@@ -1,49 +1,33 @@
|
||||
function MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm = {
|
||||
line_position = 0, -- Normalized position (0 to 1)
|
||||
line_speed = 0.015, -- Movement speed per frame
|
||||
line_direction = 1, -- 1 for left-to-right, -1 for right-to-left
|
||||
target_center = 0.5, -- Center of target area (middle of bar)
|
||||
target_width = 0.3, -- Width of target area (normalized)
|
||||
initial_target_width = 0.3,
|
||||
min_target_width = 0.08, -- Minimum width to keep game possible
|
||||
target_shrink_rate = 0.9, -- Multiplier per successful hit (0.9 = 10% shrink)
|
||||
score = 0,
|
||||
max_score = 10,
|
||||
button_pressed_timer = 0,
|
||||
button_press_duration = 10,
|
||||
return_window = WINDOW_GAME,
|
||||
--- @section MinigameRhythmWindow
|
||||
|
||||
-- Visual layout (match button mash minigame dimensions)
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
|
||||
-- Button indicator
|
||||
button_x = 210,
|
||||
button_y = 110,
|
||||
button_size = 10,
|
||||
|
||||
-- Cooldown to prevent multiple presses in one frame
|
||||
press_cooldown = 0,
|
||||
press_cooldown_duration = 15
|
||||
}
|
||||
--- Initializes rhythm minigame state.
|
||||
--- @within MinigameRhythmWindow
|
||||
--- @param params table Optional parameters for configuration.<br/>
|
||||
function MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm = Minigame.configure_rhythm(params)
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.start(return_window)
|
||||
MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
||||
--- Starts the rhythm minigame.
|
||||
--- @within MinigameRhythmWindow
|
||||
--- @param return_window string The window ID to return to after the minigame.<br/>
|
||||
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
|
||||
function MinigameRhythmWindow.start(return_window, params)
|
||||
MinigameRhythmWindow.init(params)
|
||||
local mg = Context.minigame_rhythm
|
||||
mg.return_window = return_window or "game"
|
||||
if mg.focus_center_x then
|
||||
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
|
||||
initial_radius = mg.focus_initial_radius
|
||||
})
|
||||
end
|
||||
Window.set_current("minigame_rhythm")
|
||||
end
|
||||
|
||||
--- Updates rhythm minigame logic.
|
||||
--- @within MinigameRhythmWindow
|
||||
function MinigameRhythmWindow.update()
|
||||
local mg = Context.minigame_rhythm
|
||||
|
||||
-- Move the line across the bar (bidirectional)
|
||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||
|
||||
-- Reverse direction when reaching either end
|
||||
if mg.line_position > 1 then
|
||||
mg.line_position = 1
|
||||
mg.line_direction = -1
|
||||
@@ -51,104 +35,76 @@ function MinigameRhythmWindow.update()
|
||||
mg.line_position = 0
|
||||
mg.line_direction = 1
|
||||
end
|
||||
|
||||
-- Decrease cooldown timer
|
||||
if mg.press_cooldown > 0 then
|
||||
mg.press_cooldown = mg.press_cooldown - 1
|
||||
end
|
||||
|
||||
-- Check for Z button press (only if cooldown expired)
|
||||
if Input.select() and mg.press_cooldown == 0 then
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
mg.press_cooldown = mg.press_cooldown_duration
|
||||
|
||||
-- Calculate if line is within target area
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_right = mg.target_center + (mg.target_width / 2)
|
||||
|
||||
if mg.line_position >= target_left and mg.line_position <= target_right then
|
||||
-- HIT! Award point
|
||||
mg.score = mg.score + 1
|
||||
else
|
||||
-- MISS! Deduct point (but not below 0)
|
||||
mg.score = mg.score - 1
|
||||
if mg.score < 0 then
|
||||
mg.score = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Calculate target width dynamically based on score
|
||||
-- Each point shrinks by 10%, so reverse the formula
|
||||
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
|
||||
if mg.target_width < mg.min_target_width then
|
||||
mg.target_width = mg.min_target_width
|
||||
end
|
||||
end
|
||||
|
||||
-- Check win condition
|
||||
if mg.score >= mg.max_score then
|
||||
Context.active_window = mg.return_window
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
if mg.focus_center_x then Focus.stop() end
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
if mg.focus_center_x then
|
||||
Focus.set_percentage(1 - mg.score / mg.max_score)
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws rhythm minigame.
|
||||
--- @within MinigameRhythmWindow
|
||||
function MinigameRhythmWindow.draw()
|
||||
local mg = Context.minigame_rhythm
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
if mg.return_window == "game" then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
if not mg.focus_center_x then
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
-- Calculate actual pixel positions
|
||||
local bar_center_x = mg.bar_x + mg.bar_width / 2
|
||||
|
||||
-- Draw bar container background
|
||||
end
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
|
||||
-- Draw bar background (empty area)
|
||||
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
|
||||
|
||||
-- Draw target area (highlighted section in middle)
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_right = mg.target_center + (mg.target_width / 2)
|
||||
local target_x = mg.bar_x + (target_left * mg.bar_width)
|
||||
local target_width_pixels = mg.target_width * mg.bar_width
|
||||
|
||||
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
|
||||
|
||||
-- Draw the moving line
|
||||
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
|
||||
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
|
||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line
|
||||
|
||||
-- Draw score text
|
||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
|
||||
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
|
||||
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("Press Z when line is in green!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 20, Config.colors.light_grey)
|
||||
|
||||
-- Draw button indicator in bottom-right corner
|
||||
Print.text_center(
|
||||
"Press Z when line is in green!",
|
||||
Config.screen.width / 2,
|
||||
mg.bar_y + mg.bar_height + 20,
|
||||
Config.colors.light_grey
|
||||
)
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
button_color = Config.colors.light_blue
|
||||
end
|
||||
|
||||
-- Draw button circle
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
|
||||
-- Draw Z text in the button
|
||||
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||
end
|
||||
|
||||
@@ -1,36 +1,45 @@
|
||||
-- Simplified PopupWindow module
|
||||
--- @section PopupWindow
|
||||
local POPUP_X = 40
|
||||
local POPUP_Y = 40
|
||||
local POPUP_WIDTH = 160
|
||||
local POPUP_HEIGHT = 80
|
||||
local TEXT_MARGIN_X = POPUP_X + 10
|
||||
local TEXT_MARGIN_Y = POPUP_Y + 10
|
||||
local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
|
||||
local LINE_HEIGHT = 8
|
||||
|
||||
--- Displays a popup window.
|
||||
--- @within PopupWindow
|
||||
--- @param content_strings table A table of strings to display in the popup.</br>
|
||||
function PopupWindow.show(content_strings)
|
||||
Context.popup.show = true
|
||||
Context.popup.content = content_strings or {} -- Ensure it's a table
|
||||
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
|
||||
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 = {} -- Clear content
|
||||
GameWindow.set_state(WINDOW_GAME) -- Return to game window
|
||||
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 -- Allow either A or B to close
|
||||
if Input.menu_confirm() or Input.menu_back() then
|
||||
PopupWindow.hide()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws the popup window.
|
||||
--- @within PopupWindow
|
||||
function PopupWindow.draw()
|
||||
if Context.popup.show then
|
||||
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
||||
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.green)
|
||||
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.light_blue)
|
||||
|
||||
local current_y = TEXT_MARGIN_Y
|
||||
for _, line in ipairs(Context.popup.content) do
|
||||
@@ -38,7 +47,6 @@ function PopupWindow.draw()
|
||||
current_y = current_y + LINE_HEIGHT
|
||||
end
|
||||
|
||||
-- Instruction to close
|
||||
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
|
||||
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.light_blue)
|
||||
end
|
||||
end
|
||||
29
inc/window/window.register.lua
Normal file
29
inc/window/window.register.lua
Normal file
@@ -0,0 +1,29 @@
|
||||
SplashWindow = {}
|
||||
Window.register("splash", SplashWindow)
|
||||
|
||||
IntroWindow = {}
|
||||
Window.register("intro", IntroWindow)
|
||||
|
||||
MenuWindow = {}
|
||||
Window.register("menu", MenuWindow)
|
||||
|
||||
GameWindow = {}
|
||||
Window.register("game", GameWindow)
|
||||
|
||||
PopupWindow = {}
|
||||
Window.register("popup", PopupWindow)
|
||||
|
||||
ConfigurationWindow = {}
|
||||
Window.register("configuration", ConfigurationWindow)
|
||||
|
||||
AudioTestWindow = {}
|
||||
Window.register("audiotest", AudioTestWindow)
|
||||
|
||||
MinigameButtonMashWindow = {}
|
||||
Window.register("minigame_button_mash", MinigameButtonMashWindow)
|
||||
|
||||
MinigameRhythmWindow = {}
|
||||
Window.register("minigame_rhythm", MinigameRhythmWindow)
|
||||
|
||||
MinigameDDRWindow = {}
|
||||
Window.register("minigame_ddr", MinigameDDRWindow)
|
||||
@@ -1,14 +1,16 @@
|
||||
--- Draws the splash window.
|
||||
--- @within SplashWindow
|
||||
function SplashWindow.draw()
|
||||
local txt = "Definitely not an Impostor"
|
||||
local w = #txt * 6
|
||||
local x = (240 - w) / 2
|
||||
local y = (136 - 6) / 2
|
||||
print(txt, x, y, 12)
|
||||
local y = (Config.screen.height - 6) / 2
|
||||
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
|
||||
end
|
||||
|
||||
--- Updates the splash window logic.
|
||||
--- @within SplashWindow
|
||||
function SplashWindow.update()
|
||||
Context.splash_timer = Context.splash_timer - 1
|
||||
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_INTRO)
|
||||
Window.set_current("intro")
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user