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Author SHA1 Message Date
1a4565428d remove manager postfixes
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2026-02-21 21:35:48 +01:00
f02bb75e4f Merge pull request 'feat/imp-28-context-minigame-meter-table' (#7) from feat/imp-28-context-minigame-meter-table into master
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Reviewed-on: #7
2026-02-18 22:24:11 +00:00
Zoltan Timar
e0c3b446af fix: make lint
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2026-02-18 23:07:22 +01:00
Zoltan Timar
8832b6c833 feat: added meters, changed colors, removed unnecessary comments 2026-02-18 22:58:14 +01:00
Zoltan Timar
9014e36014 feat: moved minigames to their separate context
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2026-02-18 21:43:16 +01:00
Zoltan Timar
7b263bb454 fix: desition -> decision
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2026-02-18 21:42:40 +01:00
0640964ee4 Merge pull request 'feature/background-manager' (#6) from feature/background-manager into master
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Reviewed-on: #6
2026-02-18 18:29:51 +00:00
1cf09de1fb remove ai generated comments
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2026-02-18 19:29:06 +01:00
6303781534 tweaks
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2026-02-18 19:17:18 +01:00
e2bd1711c0 MapManager
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2026-02-18 19:13:32 +01:00
60a6c73a32 Merge pull request 'add precommit hook' (#5) from lint-recommit-hook into master
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Reviewed-on: #5
2026-02-18 09:28:31 +00:00
c88562ae69 add precommit hook
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2026-02-18 10:28:07 +01:00
1d06376826 Merge pull request 'make lint target' (#4) from feature/linter into master
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Reviewed-on: #4
2026-02-18 07:53:24 +00:00
7a57c15eeb header file path fix
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2026-02-18 08:52:56 +01:00
3922f51c8e linter fixes
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2026-02-18 08:49:54 +01:00
f589b9bbca make lint target
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2026-02-17 23:38:31 +01:00
3abe426e3a Merge pull request 'feature/refactor-npc-handling-to-desition-handling' (#3) from feature/refactor-npc-handling-to-desition-handling into master
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Reviewed-on: #3
2026-02-17 20:58:47 +00:00
46 changed files with 950 additions and 622 deletions

48
.luacheckrc Normal file
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@@ -0,0 +1,48 @@
-- .luacheckrc
-- Configuration for luacheck
globals = {
"Util",
"Decision",
"Screen",
"UI",
"Print",
"Input",
"Audio",
"Context",
"Meters",
"Minigames",
"mset",
"mget",
"btnp",
"keyp",
"music",
"sfx",
"rect",
"rectb",
"circ",
"circb",
"cls",
"tri",
"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

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@@ -16,6 +16,9 @@ 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
@@ -76,6 +79,69 @@ 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: $$NUM_ISSUES issue(s) found, commit aborted."; \
exit 1; \
else \
echo "Checking /tmp/_lint_combined.lua OK"; \
echo "Total: 0 warnings / 0 errors in 1 file"; \
fi
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
export_assets:
# $(OUTPUT) would be a circular dependency
@test -e $(OUTPUT)
@@ -95,7 +161,7 @@ clean:
# CI/CD Targets
ci-version:
@VERSION=$$(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 \
@@ -125,7 +191,20 @@ 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."
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100

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@@ -1,17 +1,21 @@
meta/meta.header.lua
init/init.modules.lua
init/init.config.lua
init/init.minigames.lua
init/init.meters.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
decision/decision.manager.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
@@ -24,7 +28,6 @@ system/system.print.lua
system/system.input.lua
system/system.audio.lua
system/system.ui.lua
map/map.bedroom.lua
window/window.splash.lua
window/window.intro.lua
window/window.menu.lua

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@@ -8,7 +8,6 @@ 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 +18,11 @@ 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 +30,6 @@ 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 +39,6 @@ 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 +55,6 @@ 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 +65,11 @@ 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 +77,6 @@ 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 +86,6 @@ 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"},

View File

@@ -1,4 +1,4 @@
DesitionManager.register({
Decision.register({
id = "go_to_home",
label = "Go to Home",
handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({
Decision.register({
id = "go_to_office",
label = "Go to Office",
handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({
Decision.register({
id = "go_to_toilet",
label = "Go to Toilet",
handle = function()

View File

@@ -1,6 +1,6 @@
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,

View File

@@ -1,6 +1,6 @@
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,

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@@ -0,0 +1,31 @@
local _decisions = {}
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
function Decision.get(id)
return _decisions[id]
end
function Decision.get_all()
return _decisions
end

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@@ -0,0 +1,6 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -0,0 +1,6 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
})

View File

@@ -0,0 +1,6 @@
Decision.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -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

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@@ -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
})

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@@ -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
})

View File

@@ -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
})

View File

@@ -7,8 +7,12 @@ local DEFAULT_CONFIG = {
black = 0,
light_grey = 13,
dark_grey = 14,
red = 2,
green = 6,
item = 12 -- yellow
blue = 9,
white = 12,
item = 12,
meter_bg = 12
},
player = {
sprite_id = 1
@@ -19,7 +23,6 @@ local DEFAULT_CONFIG = {
}
local Config = {
-- Copy default values initially
screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player,
@@ -28,28 +31,23 @@ local Config = {
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
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)
end
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()
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()

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@@ -4,33 +4,29 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
-- 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()
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."
text = [[Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath the surface
— within him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.]]
},
current_screen = 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
@@ -43,9 +39,13 @@ local function get_initial_data()
},
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
selected_decision_index = 1,
game_in_progress = false,
screens = {},
minigame_ddr = Minigames.get_default_ddr(),
minigame_button_mash = Minigames.get_default_button_mash(),
minigame_rhythm = Minigames.get_default_rhythm(),
meters = Meters.get_initial()
}
end
@@ -54,39 +54,31 @@ Context = {}
local function reset_context_to_initial_state()
local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do
if type(Context[k]) ~= "function" then -- Only clear data, leave functions
Context[k] = nil
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
Context.screen_indices_by_id = {}
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)
local screen_data = Screen.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
Context.screen_indices_by_id[screen_id] = i
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
function Context.new_game()
reset_context_to_initial_state()
Context.game_in_progress = true
@@ -102,13 +94,11 @@ end
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()
Context.new_game()
return
end
reset_context_to_initial_state() -- Reset data, preserve methods
reset_context_to_initial_state()
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true

75
inc/init/init.meters.lua Normal file
View File

@@ -0,0 +1,75 @@
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
Meters.COLOR_ISM = Config.colors.red
Meters.COLOR_WPM = Config.colors.blue
Meters.COLOR_BM = Config.colors.black
Meters.COLOR_BG = Config.colors.meter_bg
function Meters.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
function Meters.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
function Meters.show()
if Context and Context.meters then Context.meters.hidden = false end
end
function Meters.get_max()
return METER_MAX
end
function Meters.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
function Meters.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
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
end
function Meters.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
function Meters.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier())
Meters.add("wpm", gain)
Meters.add("ism", gain)
Meters.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end

107
inc/init/init.minigames.lua Normal file
View File

@@ -0,0 +1,107 @@
Minigames = {}
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
function Minigames.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
function Minigames.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
}
end
function Minigames.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
}
end
function Minigames.configure_ddr(params)
return apply_params(Minigames.get_default_ddr(), params)
end
function Minigames.configure_button_mash(params)
return apply_params(Minigames.get_default_button_mash(), params)
end
function Minigames.configure_rhythm(params)
return apply_params(Minigames.get_default_rhythm(), params)
end

View File

@@ -8,12 +8,14 @@ local AudioTestWindow = {}
local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {}
local MinigameDDRWindow = {}
Util = {}
Meters = {}
Minigames = {}
Decision = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
local Util = {}
local DesitionManager = {}
local ScreenManager = {} -- New declaration
local UI = {}
local Print = {}
local Input = {}
local Player = {}
local Audio = {}
Audio = {}

View File

@@ -7,4 +7,4 @@ 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
local WINDOW_AUDIOTEST = 9001

View File

@@ -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,
})

35
inc/map/map.manager.lua Normal file
View File

@@ -0,0 +1,35 @@
local _maps = {}
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
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
function Map.get_by_id(map_id)
return _maps[map_id]
end
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

View File

@@ -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>
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-- 001:2222222223333333232322322333333323222322233333332355355522222222
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-- 003:2222222223333333232322322333333323222322233333332355355522222222
-- 004:2222222233333333223222233333333332232223333333333555535522222222
-- 005:2222222223333333232322322333333323222322233333332355355522222222
-- 006:2222222233333333223222233333333332232223333333333555535522222222
-- 007:2222222223333333232322322333333323222322233333332355355522222222
-- 008:2222222233333333223222233333333332232223333333333555535522222222
-- 009:2222222223333333232322322333333323222322233333332355355522222222
-- 010:2222222233333333223222233333333332232223333333333555535522222222
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-- 038:2222222255555555555555552222222211122111111221111112211111122111
-- 039:2222222255525552555255522222555211125552111255521112555211125552
-- 040:1111111111111111111111111111111111111111111111111111111111111111
-- 041:1111111111111111111111221111128011112801111210801121010111222222
-- 042:1111111111111111211111111211111108211111108211110101211122222111
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-- 044:2222222166666462666646426666646266664642666664626666464266666462
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-- 047:2222222226466666246666662646622224666666264646462464646422222222
-- 048:2222222223333332233232322353533223323232232353322333333222222222
-- 049:1111111111111111111111111111111111111111111111111111111111111111
-- 050:2444444422212214200213242102332420021324210233242002132422222222
-- 051:4444444244441222444425524444215244442552444421524444255222222222
-- 052:1111111111111111111111111111111111111111111111111111111111111111
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-- 055:1112555211125552111255521112555211125552222255521112555211125552
-- 056:1111111111111111111111111111111111111111111111111111111111111111
-- 057:1111111211111112111111121111111211111112111111121111111211111112
-- 058:1111111111111111111111111111111111111111111111111111111111111111
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-- 060:6666464266666462666646426666646266664642666664626666464266666462
-- 061:5555111155551111555511115555111111115555111155551111555511115555
-- 062:5555111155551111555511115555111111115555111155551111555511115555
-- 063:5555111155551111555511115555111111115555111155551111555511115555
-- 064:2222222223333332253232322532333223323232253332322532333225323232
-- 065:1111111111111111111111111111111111111111111111111111111111111111
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-- 068:1111111111111111111111111111111111111111111111111111111111111111
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-- 071:1112555211125552111255521112555211125552111255521112555222222222
-- 072:1111111111111111111111111111111111111111111111111111111111111111
-- 073:1111111211111112111111121111111211111112111111121111111211111112
-- 074:1111111111111111111111111111111111111111111111111111111111111111
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-- 076:6666464266666462666646426666646266664642666664626666464266666462
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-- 081:1111111111111111111111111111111111111111111111111111111111111111
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-- 083:4444444244444442444444424444444244444442222222221111122211111222
-- 084:1111111111111111111111111111111111111111111111111111111111111111
-- 085:1111111111111111111111111222222224444444244444442444444424444444
-- 086:1111111111111111111111112222222244444444444444444444444444444444
-- 087:1111111111111111111111112222122244442666444426664444266644442666
-- 088:1111111111111111111111111122221122444421244444422444444224444442
-- 089:1111111211111112111111121111111211111112111111121111111211112222
-- 090:1111111111111111111111111111111111111111111111111111111122211111
-- 091:2666666626666666266666662666666626666666266666662666666612222222
-- 092:6666464266666462666646426666646266664642666664626666464222222221
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-- 096:2222222223333332253232322532333223323232253332322532333225323232
-- 097:0000000000000000000000003333111100000000000000000000000033313333
-- 098:0000000000000000000000003333333300001000000010000000300033333311
-- 099:0000000000000000000000003333111100000000000000000000000033313333
-- 100:0000000000000000000000003333333300001000000010000000300033333311
-- 101:2444444424444444244444442444444424444444244444442444444424444444
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-- 104:2444444224444442242222423244442224444442244444422422224222111122
-- 105:0000000000000000000000003333111100000000000000000000000033313333
-- 106:0000000000000000000000003333333300001000000010000000300033333311
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-- 118:2222222211111111222222223311133300000001000000010000000133333111
-- 119:2222222211111111222222221111333300000000000000000000000011333111
-- 120:2222222211111112222222223311133300000001000000010000000133333111
-- 121:0000000000000000000000001111333300000000000000000000000011333111
-- 122:0000000000000000000000003311133300000001000000010000000133333111
-- 123:0000000000000000000000001111333300000000000000000000000011333111
-- 124:0000000000000000000000003311133300000001000000010000000133333111
-- 125:0000000000000000000000001111333300000000000000000000000011333111
-- 126:0000000000000000000000003311133300000001000000010000000133333111
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-- 135:0000000000000000222222222444444424444444244444442444444424444444
-- 136:0000000000000000222222224444444244444442444444424444444244444442
-- 137:0000000000000000000000003333111100000000000000000000000033313333
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-- 140:0000000000000000000000003333333300001000000010000000300033333311
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-- 143:1222222112555521125555211255552112555521125555211255552112555521
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-- 179:0000000000000000000000001111333300000000000000000000000011333111
-- 180:0000000000000000000000003311133300000001000000010000000133333111
-- 181:0000000000000000000000001111333300000000000000000000000011333111
-- 182:0000000000000000000000003311133300000001000000010000000133333111
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-- 206:0000000000000000000000003333333300001000000010000000300033333311
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-- 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>

View File

@@ -1,8 +1,9 @@
ScreenManager.register({
Screen.register({
id = "home",
name = "Home",
decisions = {
"go_to_toilet",
"go_to_walking_to_office",
}
},
background = "bedroom",
})

View File

@@ -1,9 +1,6 @@
ScreenManager = {}
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()
function Screen.get_screens_array()
local screens_array = {}
for _, screen_data in pairs(_screens) do
table.insert(screens_array, screen_data)
@@ -11,17 +8,13 @@ function ScreenManager.get_screens_array()
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)
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
_screens[screen_data.id] = screen_data
end
-- Retrieves a screen by its id (if needed directly)
function ScreenManager.get_by_id(screen_id)
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "office",
name = "Office",
decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "toilet",
name = "Toilet",
decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "walking_to_home",
name = "Walking to home",
decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "walking_to_office",
name = "Walking to office",
decisions = {

View File

@@ -1,5 +1,3 @@
-- Audio subsystem
function Audio.music_stop() music() end
function Audio.music_play_mainmenu() end
function Audio.music_play_wakingup() end

View File

@@ -1,15 +1,8 @@
-- Gamepad buttons
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
@@ -20,6 +13,5 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
function Input.right() return btnp(INPUT_KEY_RIGHT) end
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
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
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -53,10 +53,13 @@ end
function TIC()
init_game()
cls(Config.colors.black)
local handler = STATE_HANDLERS[Context.active_window]
if handler then
handler()
end
Meters.update()
if Context.game_in_progress then
UI.draw_meters()
end
end

View File

@@ -37,7 +37,6 @@ end
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
@@ -52,18 +51,15 @@ 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
@@ -88,37 +84,58 @@ function UI.create_action_item(label, action)
}
end
function UI.draw_desition_selector(desitions, selected_desition_index)
function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label
local text_width = #decision_label * 4 local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green)
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
end
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
local text_y = bar_y + 4
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
-- Center the decision label
local text_x = (Config.screen.width - text_width) / 2
local m = Context.meters
local max = Meters.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)
-- 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)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meters.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meters.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meters.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, Meters.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
function UI.update_desition_selector(desitions, selected_desition_index)
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

View File

@@ -8,8 +8,7 @@ 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
else
Context.selected_decision_index = 1 else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end
end

View File

@@ -10,7 +10,7 @@ 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()
@@ -21,13 +21,13 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
},
{
label = "Stop playing music",
desition = function()
decision = function()
Audio.music_stop()
end
},
{
label = "Back",
desition = function()
decision = function()
AudioTestWindow.back()
end
},
@@ -58,7 +58,9 @@ function AudioTestWindow.init()
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
function AudioTestWindow.draw()
@@ -72,13 +74,23 @@ function AudioTestWindow.update()
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

View File

@@ -5,11 +5,11 @@ ConfigurationWindow = {
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_desition_item(
UI.create_decision_item(
"Save",
function() Config.save() end
),
UI.create_desition_item(
UI.create_decision_item(
"Restore Defaults",
function() Config.restore_defaults() end
),
@@ -19,34 +19,28 @@ end
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10 -- Left margin for labels
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_start = 10 local y_start = 40
local x_value_right_align = Config.screen.width - 10
local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12
local color = Config.colors.green
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)
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(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
else
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "desition_item" then
elseif control.type == "decision_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
@@ -58,7 +52,6 @@ function ConfigurationWindow.draw()
end
end
end
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end
@@ -84,16 +77,14 @@ function ConfigurationWindow.update()
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if btnp(2) then -- Left
local new_value = math.max(control.min, current_value - control.step)
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif btnp(3) then -- Right
local new_value = math.min(control.max, current_value + control.step)
elseif btnp(3) 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 == "decision_item" then
if Input.menu_confirm() then
control.desition()
control.decision()
end
end
end

View File

@@ -1,19 +1,17 @@
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)
local screen = Context.screens[Context.current_screen]
Map.draw(screen.background)
UI.draw_top_bar(screen.name)
if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then
table.insert(available_decisions, decision)
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)
if #available_decisions > 0 then
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
end
end
end
@@ -25,52 +23,41 @@ function GameWindow.update()
return
end
-- Handle screen changing using up/down
if Input.up() then
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.selected_decision_index = 1 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
Context.selected_decision_index = 1 end
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)
local screen = Context.screens[Context.current_screen]
if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then table.insert(available_decisions, decision)
end
end
-- If no available desitions, we can't update or execute
if #available_desitions == 0 then return end
if #available_decisions == 0 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
local new_selected_decision_index = UI.update_decision_selector(
available_decisions,
Context.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 ~= Context.selected_decision_index then
Context.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()
if Input.select() then
local selected_decision = available_decisions[Context.selected_decision_index]
if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
end
end
end
@@ -78,5 +65,4 @@ end
function GameWindow.set_state(new_state)
Context.active_window = new_state
-- Add any state-specific initialization/cleanup here later if needed
end
end

View File

@@ -1,25 +1,21 @@
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 -- Centered text
local x = (Config.screen.width - 132) / 2
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end
function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed
-- Count lines in intro text to determine when scrolling is done
local lines = 1
local lines = 1
for _ in string.gmatch(Context.intro.text, "\n") do
lines = lines + 1
end
-- When text is off-screen, go to menu
if Context.intro.y < -lines * 8 then
if Context.intro.y < -lines * 8 then
GameWindow.set_state(WINDOW_MENU)
end
-- Skip intro by pressing A
if Input.menu_confirm() then
if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU)
end
end

View File

@@ -8,26 +8,23 @@ function MenuWindow.update()
if Input.menu_confirm() then
local selected_item = Context.menu_items[Context.selected_menu_item]
if selected_item and selected_item.desition then
if selected_item and selected_item.decision then
Audio.sfx_select()
selected_item.desition()
selected_item.decision()
end
end
end
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(WINDOW_GAME)
end
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(WINDOW_GAME)
end
function MenuWindow.save_game()
Context.save_game() -- This function will be created in Context
end
Context.save_game() end
function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME)
@@ -48,18 +45,16 @@ function MenuWindow.audio_test()
end
function MenuWindow.refresh_menu_items()
Context.menu_items = {} -- Start with an empty table
Context.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(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(Context.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(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.selected_menu_item = 1 -- Reset selection after refreshing
end
Context.selected_menu_item = 1 end

View File

@@ -1,76 +1,17 @@
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
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
}
function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigames.configure_ddr(params)
end
function MinigameDDRWindow.start(return_window, song_key)
MinigameDDRWindow.init()
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
-- Debug: Store song_key for display
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 +19,21 @@ function MinigameDDRWindow.start(return_window, song_key)
Context.minigame_ddr.debug_status = "Random mode"
end
end
Context.active_window = WINDOW_MINIGAME_DDR
end
-- Spawn a new arrow (random direction)
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
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, {
@@ -109,39 +46,30 @@ local function spawn_arrow_dir(direction)
end
end
-- Check if arrow is close enough for a hit
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
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
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
@@ -149,106 +77,77 @@ end
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
-- Check for completion (bar filled to 100%)
if mg.bar_fill >= mg.max_fill then
Meters.on_minigame_complete()
Meters.show()
Context.active_window = 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
Meters.on_minigame_complete()
Meters.show()
Context.active_window = 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 +157,6 @@ 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
@@ -272,8 +169,6 @@ end
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)
@@ -283,38 +178,24 @@ function MinigameDDRWindow.draw()
end
return
end
-- Draw the underlying window first (for overlay effect)
if mg.return_window == 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
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
@@ -322,29 +203,33 @@ function MinigameDDRWindow.draw()
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.green
)
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.green
)
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

View File

@@ -1,59 +1,33 @@
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
}
function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigames.configure_button_mash(params)
end
function MinigameButtonMashWindow.start(return_window)
MinigameButtonMashWindow.init()
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
end
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
Meters.on_minigame_complete()
Meters.show()
Context.active_window = 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
@@ -61,53 +35,32 @@ end
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
-- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then
GameWindow.draw()
end
-- Draw semi-transparent overlay background
-- Draw darker rectangles to create overlay effect
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 (green -> yellow -> red analogy using available colors)
local bar_color = Config.colors.green
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.green
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

View File

@@ -1,49 +1,16 @@
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,
-- 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
}
function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigames.configure_rhythm(params)
end
function MinigameRhythmWindow.start(return_window)
MinigameRhythmWindow.init()
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_RHYTHM
end
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
@@ -51,47 +18,33 @@ 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
Meters.on_minigame_complete()
Meters.show()
Context.active_window = 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
@@ -99,56 +52,34 @@ end
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
-- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then
GameWindow.draw()
end
-- Draw semi-transparent overlay background
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
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
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.green
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

View File

@@ -1,28 +1,21 @@
-- Simplified PopupWindow module
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
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
end
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {} -- Clear content
GameWindow.set_state(WINDOW_GAME) -- Return to game window
end
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
function PopupWindow.update()
if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close
PopupWindow.hide()
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
end
end
end
@@ -38,7 +31,6 @@ 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.green)
end
end