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Author SHA1 Message Date
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
30 changed files with 600 additions and 341 deletions

46
.luacheckrc Normal file
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@@ -0,0 +1,46 @@
-- .luacheckrc
-- Configuration for luacheck
globals = {
"Util",
"DesitionManager",
"ScreenManager",
"UI",
"Print",
"Input",
"Audio",
"Context",
"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",
"MapManager",
"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 ASSETS_DIR = assets
ASSET_TYPES = tiles sprites sfx music ASSET_TYPES = tiles sprites sfx music
LINT_TMP_LUA := /tmp/_lint_combined.lua
LINT_TMP_MAP := /tmp/_lint_map.txt
# CI/CD variables # CI/CD variables
VERSION_FILE = .version VERSION_FILE = .version
GAME_LANG ?= lua GAME_LANG ?= lua
@@ -76,6 +79,68 @@ define f_export_asset_awk
cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3) cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3)
endef endef
lint:
@echo "==> Merging..."
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
@touch $(LINT_TMP_LUA)
@line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \
[ -z "$$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: $$NUM_ISSUES issue(s) found, commit aborted."; \
exit 1; \
else \
echo "Checking /tmp/_lint_combined.lua OK"; \
echo "Total: 0 warnings / 0 errors in 1 file"; \
fi
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
export_assets: export_assets:
# $(OUTPUT) would be a circular dependency # $(OUTPUT) would be a circular dependency
@test -e $(OUTPUT) @test -e $(OUTPUT)
@@ -95,7 +160,7 @@ clean:
# CI/CD Targets # CI/CD Targets
ci-version: ci-version:
@VERSION=$$(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:-$${WOODPECKER_BRANCH}}; \ BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \ BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \ if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
@@ -125,7 +190,20 @@ ci-update:
echo "==> Triggering update for version $$VERSION"; \ echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$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> #-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100 #-- 000:224578acdeeeeddcba95434567653100

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@@ -12,6 +12,8 @@ desition/desition.go_to_walking_to_home.lua
desition/desition.play_button_mash.lua desition/desition.play_button_mash.lua
desition/desition.play_rhythm.lua desition/desition.play_rhythm.lua
desition/desition.play_ddr.lua desition/desition.play_ddr.lua
map/map.manager.lua
map/map.bedroom.lua
screen/screen.manager.lua screen/screen.manager.lua
screen/screen.home.lua screen/screen.home.lua
screen/screen.toilet.lua screen/screen.toilet.lua
@@ -24,7 +26,6 @@ system/system.print.lua
system/system.input.lua system/system.input.lua
system/system.audio.lua system/system.audio.lua
system/system.ui.lua system/system.ui.lua
map/map.bedroom.lua
window/window.splash.lua window/window.splash.lua
window/window.intro.lua window/window.intro.lua
window/window.menu.lua window/window.menu.lua

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@@ -8,7 +8,6 @@ Songs = {
bpm = 120, -- Beats per minute (for reference) bpm = 120, -- Beats per minute (for reference)
fps = 60, -- Frames per second (TIC-80 default) fps = 60, -- Frames per second (TIC-80 default)
end_frame = 570, -- Frame when song ends (last note) end_frame = 570, -- Frame when song ends (last note)
-- Arrow spawn pattern -- Arrow spawn pattern
-- Each entry defines when (in frames) and which direction arrow spawns -- Each entry defines when (in frames) and which direction arrow spawns
-- Formula: frame = (beat / bpm) * 60 * fps -- Formula: frame = (beat / bpm) * 60 * fps
@@ -19,13 +18,11 @@ Songs = {
{frame = 60, dir = "down"}, {frame = 60, dir = "down"},
{frame = 90, dir = "up"}, {frame = 90, dir = "up"},
{frame = 120, dir = "right"}, {frame = 120, dir = "right"},
-- Beat 5-8 (faster) -- Beat 5-8 (faster)
{frame = 135, dir = "left"}, {frame = 135, dir = "left"},
{frame = 150, dir = "right"}, {frame = 150, dir = "right"},
{frame = 165, dir = "left"}, {frame = 165, dir = "left"},
{frame = 180, dir = "right"}, {frame = 180, dir = "right"},
-- Beat 9-12 (complex pattern) -- Beat 9-12 (complex pattern)
{frame = 210, dir = "left"}, {frame = 210, dir = "left"},
{frame = 210, dir = "right"}, -- simultaneous {frame = 210, dir = "right"}, -- simultaneous
@@ -33,7 +30,6 @@ Songs = {
{frame = 240, dir = "down"}, -- simultaneous {frame = 240, dir = "down"}, -- simultaneous
{frame = 270, dir = "left"}, {frame = 270, dir = "left"},
{frame = 300, dir = "right"}, {frame = 300, dir = "right"},
-- Beat 13-16 (rapid sequence) -- Beat 13-16 (rapid sequence)
{frame = 330, dir = "left"}, {frame = 330, dir = "left"},
{frame = 345, dir = "down"}, {frame = 345, dir = "down"},
@@ -43,7 +39,6 @@ Songs = {
{frame = 405, dir = "down"}, {frame = 405, dir = "down"},
{frame = 420, dir = "up"}, {frame = 420, dir = "up"},
{frame = 435, dir = "right"}, {frame = 435, dir = "right"},
-- Beat 17-20 (finale) -- Beat 17-20 (finale)
{frame = 465, dir = "up"}, {frame = 465, dir = "up"},
{frame = 465, dir = "down"}, {frame = 465, dir = "down"},
@@ -60,7 +55,6 @@ Songs = {
bpm = 120, -- Beats per minute (for reference) bpm = 120, -- Beats per minute (for reference)
fps = 60, -- Frames per second (TIC-80 default) fps = 60, -- Frames per second (TIC-80 default)
end_frame = 570, -- Frame when song ends (last note) end_frame = 570, -- Frame when song ends (last note)
-- Arrow spawn pattern -- Arrow spawn pattern
-- Each entry defines when (in frames) and which direction arrow spawns -- Each entry defines when (in frames) and which direction arrow spawns
-- Formula: frame = (beat / bpm) * 60 * fps -- Formula: frame = (beat / bpm) * 60 * fps
@@ -71,13 +65,11 @@ Songs = {
{frame = 60, dir = "down"}, {frame = 60, dir = "down"},
{frame = 90, dir = "up"}, {frame = 90, dir = "up"},
{frame = 120, dir = "right"}, {frame = 120, dir = "right"},
-- Beat 5-8 (faster) -- Beat 5-8 (faster)
{frame = 135, dir = "left"}, {frame = 135, dir = "left"},
{frame = 150, dir = "right"}, {frame = 150, dir = "right"},
{frame = 165, dir = "left"}, {frame = 165, dir = "left"},
{frame = 180, dir = "right"}, {frame = 180, dir = "right"},
-- Beat 9-12 (complex pattern) -- Beat 9-12 (complex pattern)
{frame = 210, dir = "left"}, {frame = 210, dir = "left"},
{frame = 210, dir = "right"}, -- simultaneous {frame = 210, dir = "right"}, -- simultaneous
@@ -85,7 +77,6 @@ Songs = {
{frame = 240, dir = "down"}, -- simultaneous {frame = 240, dir = "down"}, -- simultaneous
{frame = 270, dir = "left"}, {frame = 270, dir = "left"},
{frame = 300, dir = "right"}, {frame = 300, dir = "right"},
-- Beat 13-16 (rapid sequence) -- Beat 13-16 (rapid sequence)
{frame = 330, dir = "left"}, {frame = 330, dir = "left"},
{frame = 345, dir = "down"}, {frame = 345, dir = "down"},
@@ -95,7 +86,6 @@ Songs = {
{frame = 405, dir = "down"}, {frame = 405, dir = "down"},
{frame = 420, dir = "up"}, {frame = 420, dir = "up"},
{frame = 435, dir = "right"}, {frame = 435, dir = "right"},
-- Beat 17-20 (finale) -- Beat 17-20 (finale)
{frame = 465, dir = "up"}, {frame = 465, dir = "up"},
{frame = 465, dir = "down"}, {frame = 465, dir = "down"},

View File

@@ -1,6 +1,6 @@
DesitionManager.register({ DesitionManager.register({
id = "go_to_walking_to_home", id = "go_to_walking_to_home",
label = "Go to Walking to home", label = "Walking to home",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_home") Util.go_to_screen_by_id("walking_to_home")
end, end,

View File

@@ -1,6 +1,6 @@
DesitionManager.register({ DesitionManager.register({
id = "go_to_walking_to_office", id = "go_to_walking_to_office",
label = "Go to Walking to office", label = "Walking to office",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_office") Util.go_to_screen_by_id("walking_to_office")
end, end,

View File

@@ -1,42 +1,31 @@
DesitionManager = {} local _desitions = {}
local _desitions = {} -- Private table to store all desitions function DesitionManager.register(desition)
if not desition or not desition.id then
-- 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)!"}) PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
return return
end end
if not desition_object.label then if not desition.label then
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"}) PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
return return
end end
-- Ensure handle() and condition() methods exist with defaults if missing if not desition.condition then
if not desition_object.condition then desition.condition = function() return true end
desition_object.condition = function() return true end
end end
if not desition_object.handle then if not desition.handle then
desition_object.handle = function() end desition.handle = function() end
end end
if _desitions[desition.id] then
if _desitions[desition_object.id] then trace("Warning: Overwriting desition with id: " .. desition.id)
-- Optional: warning if overwriting an existing desition
-- trace("Warning: Overwriting desition with id: " .. desition_object.id)
end end
_desitions[desition_object.id] = desition_object _desitions[desition.id] = desition
end 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) function DesitionManager.get(id)
return _desitions[id] return _desitions[id]
end end
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
function DesitionManager.get_all() function DesitionManager.get_all()
return _desitions return _desitions
end end

View File

@@ -8,7 +8,7 @@ local DEFAULT_CONFIG = {
light_grey = 13, light_grey = 13,
dark_grey = 14, dark_grey = 14,
green = 6, green = 6,
item = 12 -- yellow item = 12
}, },
player = { player = {
sprite_id = 1 sprite_id = 1
@@ -19,7 +19,6 @@ local DEFAULT_CONFIG = {
} }
local Config = { local Config = {
-- Copy default values initially
screen = DEFAULT_CONFIG.screen, screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors, colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player, player = DEFAULT_CONFIG.player,
@@ -28,28 +27,23 @@ local Config = {
local CONFIG_SAVE_BANK = 7 local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved local CONFIG_MAGIC_VALUE = 0xDE
function Config.save() function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end end
function Config.load() function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then 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) Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else else
-- No saved config, restore defaults
Config.restore_defaults() Config.restore_defaults()
end end
end end
function Config.restore_defaults() function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
-- Any other configurable items should be reset here
end end
-- Load configuration on startup
Config.load() Config.load()

View File

@@ -4,33 +4,29 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 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() local function get_initial_data()
return { return {
active_window = WINDOW_SPLASH, active_window = WINDOW_SPLASH,
intro = { intro = {
y = Config.screen.height, y = Config.screen.height,
speed = 0.5, 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, current_screen = 1,
splash_timer = Config.timing.splash_duration, splash_timer = Config.timing.splash_duration,
popup = { -- New popup table popup = {
show = false, show = false,
content = {} -- Array of strings content = {}
}, },
player = { player = {
sprite_id = Config.player.sprite_id sprite_id = Config.player.sprite_id
@@ -43,9 +39,9 @@ local function get_initial_data()
}, },
menu_items = {}, menu_items = {},
selected_menu_item = 1, selected_menu_item = 1,
selected_desition_index = 1, -- New desition index selected_desition_index = 1,
game_in_progress = false, -- New flag game_in_progress = false,
screens = {} -- Initialize as empty, populated on reset screens = {}
} }
end end
@@ -54,39 +50,30 @@ Context = {}
local function reset_context_to_initial_state() local function reset_context_to_initial_state()
local initial_data = get_initial_data() local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do 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
Context[k] = nil
end end
end end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do for k, v in pairs(initial_data) do
Context[k] = v Context[k] = v
end end
-- Populate Context.screens from ScreenManager, ensuring indexed array
Context.screens = {} Context.screens = {}
Context.screen_indices_by_id = {} -- Renamed for clarity, stores index Context.screen_indices_by_id = {}
-- The screen order needs to be explicit to ensure consistent numerical indices
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"} local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id) local screen_data = ScreenManager.get_by_id(screen_id)
if screen_data then if screen_data then
table.insert(Context.screens, screen_data) 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
else
-- Handle error if a screen is not registered
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end end
end end
end end
-- Initially populate Context with data
reset_context_to_initial_state() reset_context_to_initial_state()
-- Now define the methods for Context
function Context.new_game() function Context.new_game()
reset_context_to_initial_state() reset_context_to_initial_state()
Context.game_in_progress = true Context.game_in_progress = true
@@ -102,13 +89,11 @@ end
function Context.load_game() function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then 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 return
end 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.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true Context.game_in_progress = true

View File

@@ -8,12 +8,12 @@ local AudioTestWindow = {}
local MinigameButtonMashWindow = {} local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {} local MinigameRhythmWindow = {}
local MinigameDDRWindow = {} local MinigameDDRWindow = {}
Util = {}
DesitionManager = {}
ScreenManager = {}
MapManager = {}
UI = {}
Print = {}
Input = {}
local Util = {} Audio = {}
local DesitionManager = {}
local ScreenManager = {} -- New declaration
local UI = {}
local Print = {}
local Input = {}
local Player = {}
local Audio = {}

View File

@@ -7,4 +7,4 @@ local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8 local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9 local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10 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 = { MapManager.register({
"10101010101010101010101010101010", id = "bedroom",
"10141410101010101010101010101010", from_x = 0,
"10141410101010101010101010101010", from_y = 0,
"10101010101010101010101010101010", width = 30,
"10101010101010101010101010101010", height = 17,
"10101010101010101010101010101010", to_x = 0,
"10101010101010101010101010101010", to_y = 0,
"10101010101010101010101010101010", })
"10101010101010101010101010101010",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111516111213111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111"
}

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

@@ -0,0 +1,35 @@
local _maps = {}
function MapManager.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 MapManager.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 MapManager.get_by_id(map_id)
return _maps[map_id]
end
function MapManager.draw(map_id)
local map_data = MapManager.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> -- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE> -- </PALETTE>
-- <SFX> -- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900 -- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
@@ -33,3 +34,280 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f -- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff -- 009:fff000fff000fff000fff000fff000ff
-- </WAVES> -- </WAVES>
-- <TILES>
-- 000:2222222223333332233232322353533223323232232353322333333222222222
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-- 058:1111111111111111111111111111111111111111111111111111111111111111
-- 059:2666666626666666266666662666666626666666266266662662666626626666
-- 060:6666464266666462666646426666646266664642666664626666464266666462
-- 061:5555111155551111555511115555111111115555111155551111555511115555
-- 062:5555111155551111555511115555111111115555111155551111555511115555
-- 063:5555111155551111555511115555111111115555111155551111555511115555
-- 064:2222222223333332253232322532333223323232253332322532333225323232
-- 065:1111111111111111111111111111111111111111111111111111111111111111
-- 066:2444444422212212255255252152152125525525215215212552552522222222
-- 067:4444444221221442525524425215244252552442521524425255244222222222
-- 068:1111111111111111111111111111111111111111111111111111111111111111
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-- 072:1111111111111111111111111111111111111111111111111111111111111111
-- 073:1111111211111112111111121111111211111112111111121111111211111112
-- 074:1111111111111111111111111111111111111111111111111111111111111111
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-- 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
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-- 146:2444444424444444244444442444444424444444244444442444444424444444
-- 147:4444444244444442444444424444444244444442444444424444444244444442
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-- 152:4444444244444442444444424444444244444442444444424444444244444442
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-- 154:0222222224444444244444442444444424444444244444442444444424444444
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-- 156:0000000000000000000000003311133300000001000000010000000133333111
-- 157:0000000000000000000000001111333300000000000000000000000011333111
-- 158:0000000000000000000000003311133300000001000000010000000133333111
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-- 164:0000000000000002000000203333113300002200000022000000300033333311
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-- 166:0000000000000000000000003333333300001000000010000000300033333311
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-- 168:4444444244444442444444422222222222222222000021200000212033332221
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-- 182:0000000000000000000000003311133300000001000000010000000133333111
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-- 235:0000000000000000000000003333111100000000000000000000000033313333
-- 236:0000000000000000000000003333333300001000000010000000300033333311
-- 237:0000000000000000000000003333111100000000000000000000000033313333
-- 238:0000000000000000000000003333333300001000000010000000300033333311
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-- 240:2333323225323232253233322533323225323232233232322532323225333332
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-- 242:0000000000000000000000003311133300000001000000010000000133333111
-- 243:0000000000000000000000001111333300000000000000000000000011333111
-- 244:0000000000000000000000003311133300000001000000010000000133333111
-- 245:0000000000000000000000001111333300000000000000000000000011333111
-- 246:0000000000000000000000003311133300000001000000010000000133333111
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-- 254:0000000000000000000000003311133300000001000000010000000133333111
-- 255:1222222125555552255555522555555225555552255555522555555212222221
-- </TILES>
-- <MAP>
-- 000:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:111111001111111111111111111111111111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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-- 005:11111100112535115565758595a5b5c51111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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-- 008:1111110016283826582678881626b8261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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-- 012:11111100162c3c26162616269cacbc261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 013:11111100172d3d2b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 014:11111100162e3e2616261626162616261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 015:11111100172b172b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 016:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </MAP>

View File

@@ -4,5 +4,6 @@ ScreenManager.register({
decisions = { decisions = {
"go_to_toilet", "go_to_toilet",
"go_to_walking_to_office", "go_to_walking_to_office",
} },
background = "bedroom",
}) })

View File

@@ -1,8 +1,5 @@
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 ScreenManager.get_screens_array()
local screens_array = {} local screens_array = {}
for _, screen_data in pairs(_screens) do for _, screen_data in pairs(_screens) do
@@ -11,17 +8,13 @@ function ScreenManager.get_screens_array()
return screens_array return screens_array
end 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 ScreenManager.register(screen_data)
if _screens[screen_data.id] then 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 end
_screens[screen_data.id] = screen_data _screens[screen_data.id] = screen_data
end end
-- Retrieves a screen by its id (if needed directly)
function ScreenManager.get_by_id(screen_id) function ScreenManager.get_by_id(screen_id)
return _screens[screen_id] return _screens[screen_id]
end end

View File

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

View File

@@ -1,15 +1,8 @@
-- Gamepad buttons
local INPUT_KEY_UP = 0 local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1 local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2 local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3 local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 -- Z key local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
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_SPACE = 48 local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51 local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 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.right() return btnp(INPUT_KEY_RIGHT) end
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) 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.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.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.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -53,7 +53,6 @@ end
function TIC() function TIC()
init_game() init_game()
cls(Config.colors.black) cls(Config.colors.black)
local handler = STATE_HANDLERS[Context.active_window] local handler = STATE_HANDLERS[Context.active_window]
if handler then if handler then

View File

@@ -37,7 +37,6 @@ end
function UI.word_wrap(text, max_chars_per_line) function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end if text == nil then return {""} end
local lines = {} local lines = {}
for input_line in (text .. "\n"):gmatch("(.-)\n") do for input_line in (text .. "\n"):gmatch("(.-)\n") do
local current_line = "" local current_line = ""
local words_in_line = 0 local words_in_line = 0
@@ -52,18 +51,15 @@ function UI.word_wrap(text, max_chars_per_line)
current_line = word current_line = word
end end
end end
if words_in_line > 0 then if words_in_line > 0 then
table.insert(lines, current_line) table.insert(lines, current_line)
else else
table.insert(lines, "") table.insert(lines, "")
end end
end end
if #lines == 0 then if #lines == 0 then
return {""} return {""}
end end
return lines return lines
end end
@@ -91,25 +87,14 @@ end
function UI.draw_desition_selector(desitions, selected_desition_index) function UI.draw_desition_selector(desitions, selected_desition_index)
local bar_height = 16 local bar_height = 16
local bar_y = Config.screen.height - bar_height local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey) rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #desitions > 0 then if #desitions > 0 then
local selected_desition = desitions[selected_desition_index] local selected_desition = desitions[selected_desition_index]
local desition_label = selected_desition.label local desition_label = selected_desition.label
local text_width = #desition_label * 4 -- Assuming 4 pixels per char local text_width = #desition_label * 4 local text_y = bar_y + 4
local text_y = bar_y + 4 local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green)
-- Center the decision label Print.text(desition_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
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)
end
end end
function UI.update_desition_selector(desitions, selected_desition_index) function UI.update_desition_selector(desitions, selected_desition_index)
@@ -121,4 +106,4 @@ function UI.update_desition_selector(desitions, selected_desition_index)
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1) selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
end end
return selected_desition_index return selected_desition_index
end 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] local screen_index = Context.screen_indices_by_id[screen_id]
if screen_index then if screen_index then
Context.current_screen = screen_index Context.current_screen = screen_index
Context.selected_desition_index = 1 -- Reset selected decision on new screen Context.selected_desition_index = 1 else
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end end
end end

View File

@@ -58,7 +58,9 @@ function AudioTestWindow.init()
AudioTestWindow.index_menu = 1 AudioTestWindow.index_menu = 1
AudioTestWindow.index_func = 1 AudioTestWindow.index_func = 1
AudioTestWindow.list_func = AudioTestWindow.generate_listfunc() 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 end
function AudioTestWindow.draw() function AudioTestWindow.draw()
@@ -72,11 +74,21 @@ function AudioTestWindow.update()
elseif Input.down() then elseif Input.down() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1) AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
elseif Input.left() then elseif Input.left() then
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func - 1) AudioTestWindow.index_func = Util.safeindex(
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func) AudioTestWindow.list_func,
AudioTestWindow.index_func - 1
)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.right() then elseif Input.right() then
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func + 1) AudioTestWindow.index_func = Util.safeindex(
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func) AudioTestWindow.list_func,
AudioTestWindow.index_func + 1
)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.menu_confirm() then elseif Input.menu_confirm() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition() AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
elseif Input.menu_back() then elseif Input.menu_back() then

View File

@@ -19,30 +19,24 @@ end
function ConfigurationWindow.draw() function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration") UI.draw_top_bar("Configuration")
local x_start = 10 -- Left margin for labels local x_start = 10 local y_start = 40
local y_start = 40 local x_value_right_align = Config.screen.width - 10
local x_value_right_align = Config.screen.width - 10 -- Right margin for values local char_width = 4
local char_width = 4 -- Approximate character width for default font
for i, control in ipairs(ConfigurationWindow.controls) do for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12 local current_y = y_start + (i - 1) * 12
local color = Config.colors.green local color = Config.colors.green
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local value = control.get() local value = control.get()
local label_text = control.label local label_text = control.label
local value_text = string.format(control.format, value) 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 if i == ConfigurationWindow.selected_control then
color = Config.colors.item 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) -- Shift label due to '<' Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(">", x_value_right_align + 4, current_y, color) else
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
else
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
end end
@@ -58,7 +52,6 @@ function ConfigurationWindow.draw()
end end
end end
end end
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey) Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end end
@@ -84,11 +77,9 @@ function ConfigurationWindow.update()
if control then if control then
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local current_value = control.get() local current_value = control.get()
if btnp(2) then -- Left if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value) control.set(new_value)
elseif btnp(3) then -- Right elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end
elseif control.type == "desition_item" then elseif control.type == "desition_item" then
@@ -97,4 +88,4 @@ function ConfigurationWindow.update()
end end
end end
end end
end end

View File

@@ -1,18 +1,16 @@
function GameWindow.draw() function GameWindow.draw()
local currentScreenData = Context.screens[Context.current_screen] local screen = Context.screens[Context.current_screen]
MapManager.draw(screen.background)
UI.draw_top_bar(currentScreenData.name) UI.draw_top_bar(screen.name)
if screen and screen.decisions and #screen.decisions > 0 then
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
local available_desitions = {} local available_desitions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do for _, desition_id in ipairs(screen.decisions) do
local desition_obj = DesitionManager.get(desition_id) local desition = DesitionManager.get(desition_id)
if desition_obj and desition_obj.condition() then -- Check condition directly if desition and desition.condition() then
table.insert(available_desitions, desition_obj) table.insert(available_desitions, desition)
end end
end end
-- If no available desitions, display nothing or a message if #available_desitions > 0 then
if #available_desitions > 0 then
UI.draw_desition_selector(available_desitions, Context.selected_desition_index) UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
end end
end end
@@ -25,52 +23,41 @@ function GameWindow.update()
return return
end end
-- Handle screen changing using up/down if Input.up() then
if Input.up() then
Context.current_screen = Context.current_screen - 1 Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then if Context.current_screen < 1 then
Context.current_screen = #Context.screens Context.current_screen = #Context.screens
end end
Context.selected_desition_index = 1 -- Reset selected decision on screen change Context.selected_desition_index = 1 elseif Input.down() then
elseif Input.down() then
Context.current_screen = Context.current_screen + 1 Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then if Context.current_screen > #Context.screens then
Context.current_screen = 1 Context.current_screen = 1
end end
Context.selected_desition_index = 1 -- Reset selected decision on screen change Context.selected_desition_index = 1 end
end
local currentScreenData = Context.screens[Context.current_screen] local screen = Context.screens[Context.current_screen]
if screen and screen.decisions and #screen.decisions > 0 then
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
local available_desitions = {} local available_desitions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do for _, desition_id in ipairs(screen.decisions) do
local desition_obj = DesitionManager.get(desition_id) local desition = DesitionManager.get(desition_id)
if desition_obj and desition_obj.condition() then -- Check condition directly if desition and desition.condition() then table.insert(available_desitions, desition)
table.insert(available_desitions, desition_obj)
end end
end end
-- If no available desitions, we can't update or execute if #available_desitions == 0 then return end
if #available_desitions == 0 then return end
-- Update selected decision using left/right inputs local new_selected_desition_index = UI.update_desition_selector(
local new_selected_desition_index = UI.update_desition_selector(
available_desitions, available_desitions,
Context.selected_desition_index Context.selected_desition_index
) )
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment if new_selected_desition_index ~= Context.selected_desition_index then
if new_selected_desition_index ~= Context.selected_desition_index then
Context.selected_desition_index = new_selected_desition_index Context.selected_desition_index = new_selected_desition_index
end end
-- Execute selected decision on Input.select() if Input.select() then
if Input.select() then
local selected_desition = available_desitions[Context.selected_desition_index] local selected_desition = available_desitions[Context.selected_desition_index]
if selected_desition and selected_desition.handle then -- Call handle directly if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
Audio.sfx_select() -- Play sound for selection
selected_desition.handle()
end end
end end
end end
@@ -78,5 +65,4 @@ end
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Context.active_window = 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() 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) Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end end
function IntroWindow.update() function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed 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 for _ in string.gmatch(Context.intro.text, "\n") do
lines = lines + 1 lines = lines + 1
end 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) GameWindow.set_state(WINDOW_MENU)
end end
-- Skip intro by pressing A if Input.menu_confirm() then
if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU) GameWindow.set_state(WINDOW_MENU)
end end
end end

View File

@@ -16,18 +16,15 @@ function MenuWindow.update()
end end
function MenuWindow.new_game() function MenuWindow.new_game()
Context.new_game() -- This function will be created in Context Context.new_game() GameWindow.set_state(WINDOW_GAME)
GameWindow.set_state(WINDOW_GAME)
end end
function MenuWindow.load_game() function MenuWindow.load_game()
Context.load_game() -- This function will be created in Context Context.load_game() GameWindow.set_state(WINDOW_GAME)
GameWindow.set_state(WINDOW_GAME)
end end
function MenuWindow.save_game() function MenuWindow.save_game()
Context.save_game() -- This function will be created in Context Context.save_game() end
end
function MenuWindow.resume_game() function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME) GameWindow.set_state(WINDOW_GAME)
@@ -48,8 +45,7 @@ function MenuWindow.audio_test()
end end
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
Context.menu_items = {} -- Start with an empty table Context.menu_items = {}
if Context.game_in_progress then if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game}) 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 = "Save Game", desition = MenuWindow.save_game})
@@ -61,5 +57,4 @@ function MenuWindow.refresh_menu_items()
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test}) 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 = "Exit", desition = MenuWindow.exit})
Context.selected_menu_item = 1 -- Reset selection after refreshing Context.selected_menu_item = 1 end
end

View File

@@ -4,7 +4,6 @@ function MinigameDDRWindow.init()
local arrow_spacing = 30 local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing) local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2 local start_x = (Config.screen.width - total_width) / 2
Context.minigame_ddr = { Context.minigame_ddr = {
-- Progress bar (matching button mash style) -- Progress bar (matching button mash style)
bar_fill = 0, -- 0 to 100 bar_fill = 0, -- 0 to 100
@@ -15,14 +14,12 @@ function MinigameDDRWindow.init()
bar_y = 10, bar_y = 10,
bar_width = 200, bar_width = 200,
bar_height = 12, bar_height = 12,
-- Arrow settings -- Arrow settings
arrow_size = arrow_size, arrow_size = arrow_size,
arrow_spawn_timer = 0, arrow_spawn_timer = 0,
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode) arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
arrow_fall_speed = 1.5, -- Pixels per frame arrow_fall_speed = 1.5, -- Pixels per frame
arrows = {}, -- Active falling arrows {dir, x, y} arrows = {}, -- Active falling arrows {dir, x, y}
-- Target arrows at bottom (evenly spaced, centered on screen) -- Target arrows at bottom (evenly spaced, centered on screen)
target_y = 115, -- Y position of target arrows target_y = 115, -- Y position of target arrows
target_arrows = { target_arrows = {
@@ -31,12 +28,10 @@ function MinigameDDRWindow.init()
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2}, {dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3} {dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
}, },
-- Hit detection -- Hit detection
hit_threshold = 8, -- Pixels of tolerance for perfect hit hit_threshold = 8, -- Pixels of tolerance for perfect hit
button_pressed_timers = {}, -- Visual feedback per arrow button_pressed_timers = {}, -- Visual feedback per arrow
button_press_duration = 8, button_press_duration = 8,
-- Input cooldown per direction -- Input cooldown per direction
input_cooldowns = { input_cooldowns = {
left = 0, left = 0,
@@ -45,13 +40,11 @@ function MinigameDDRWindow.init()
right = 0 right = 0
}, },
input_cooldown_duration = 10, input_cooldown_duration = 10,
-- Song/Pattern system -- Song/Pattern system
frame_counter = 0, -- Tracks frames since start frame_counter = 0, -- Tracks frames since start
current_song = nil, -- Current song data current_song = nil, -- Current song data
pattern_index = 1, -- Current position in pattern pattern_index = 1, -- Current position in pattern
use_pattern = false, -- If true, use song pattern; if false, use random spawning use_pattern = false, -- If true, use song pattern; if false, use random spawning
return_window = WINDOW_GAME return_window = WINDOW_GAME
} }
end end
@@ -59,10 +52,8 @@ end
function MinigameDDRWindow.start(return_window, song_key) function MinigameDDRWindow.start(return_window, song_key)
MinigameDDRWindow.init() MinigameDDRWindow.init()
Context.minigame_ddr.return_window = return_window or WINDOW_GAME Context.minigame_ddr.return_window = return_window or WINDOW_GAME
-- Debug: Store song_key for display -- Debug: Store song_key for display
Context.minigame_ddr.debug_song_key = song_key Context.minigame_ddr.debug_song_key = song_key
-- Load song pattern if specified -- Load song pattern if specified
if song_key and Songs and Songs[song_key] then if song_key and Songs and Songs[song_key] then
Context.minigame_ddr.current_song = Songs[song_key] Context.minigame_ddr.current_song = Songs[song_key]
@@ -78,7 +69,6 @@ function MinigameDDRWindow.start(return_window, song_key)
Context.minigame_ddr.debug_status = "Random mode" Context.minigame_ddr.debug_status = "Random mode"
end end
end end
Context.active_window = WINDOW_MINIGAME_DDR Context.active_window = WINDOW_MINIGAME_DDR
end end
@@ -126,7 +116,6 @@ end
local function draw_arrow(x, y, direction, color) local function draw_arrow(x, y, direction, color)
local size = 12 local size = 12
local half = size / 2 local half = size / 2
-- Draw arrow shape based on direction -- Draw arrow shape based on direction
if direction == "left" then if direction == "left" then
-- Triangle pointing left -- Triangle pointing left
@@ -149,16 +138,13 @@ end
function MinigameDDRWindow.update() function MinigameDDRWindow.update()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
-- Check for completion (bar filled to 100%) -- Check for completion (bar filled to 100%)
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Context.active_window = mg.return_window Context.active_window = mg.return_window
return return
end end
-- Increment frame counter -- Increment frame counter
mg.frame_counter = mg.frame_counter + 1 mg.frame_counter = mg.frame_counter + 1
-- Check if song has ended (pattern mode only) -- Check if song has ended (pattern mode only)
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then 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 -- Song has ended if we've passed the end frame AND all arrows are cleared
@@ -168,16 +154,13 @@ function MinigameDDRWindow.update()
return return
end end
end end
-- Spawn arrows based on mode (pattern or random) -- Spawn arrows based on mode (pattern or random)
if mg.use_pattern and mg.current_song and mg.current_song.pattern then if mg.use_pattern and mg.current_song and mg.current_song.pattern then
-- Pattern-based spawning (synced to song) -- Pattern-based spawning (synced to song)
local pattern = mg.current_song.pattern local pattern = mg.current_song.pattern
-- Check if current frame matches any pattern entry -- Check if current frame matches any pattern entry
while mg.pattern_index <= #pattern do while mg.pattern_index <= #pattern do
local spawn_entry = pattern[mg.pattern_index] local spawn_entry = pattern[mg.pattern_index]
if mg.frame_counter >= spawn_entry.frame then if mg.frame_counter >= spawn_entry.frame then
-- Time to spawn this arrow! -- Time to spawn this arrow!
spawn_arrow_dir(spawn_entry.dir) spawn_arrow_dir(spawn_entry.dir)
@@ -195,12 +178,10 @@ function MinigameDDRWindow.update()
mg.arrow_spawn_timer = 0 mg.arrow_spawn_timer = 0
end end
end end
-- Update falling arrows -- Update falling arrows
local arrows_to_remove = {} local arrows_to_remove = {}
for i, arrow in ipairs(mg.arrows) do for i, arrow in ipairs(mg.arrows) do
arrow.y = arrow.y + mg.arrow_fall_speed arrow.y = arrow.y + mg.arrow_fall_speed
-- Check if arrow went off-screen (miss) -- Check if arrow went off-screen (miss)
if check_miss(arrow) then if check_miss(arrow) then
table.insert(arrows_to_remove, i) table.insert(arrows_to_remove, i)
@@ -211,26 +192,22 @@ function MinigameDDRWindow.update()
end end
end end
end end
-- Remove off-screen arrows (iterate backwards to avoid index issues) -- Remove off-screen arrows (iterate backwards to avoid index issues)
for i = #arrows_to_remove, 1, -1 do for i = #arrows_to_remove, 1, -1 do
table.remove(mg.arrows, arrows_to_remove[i]) table.remove(mg.arrows, arrows_to_remove[i])
end end
-- Update input cooldowns -- Update input cooldowns
for dir, _ in pairs(mg.input_cooldowns) do for dir, _ in pairs(mg.input_cooldowns) do
if mg.input_cooldowns[dir] > 0 then if mg.input_cooldowns[dir] > 0 then
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1 mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
end end
end end
-- Update button press timers -- Update button press timers
for dir, _ in pairs(mg.button_pressed_timers) do for dir, _ in pairs(mg.button_pressed_timers) do
if mg.button_pressed_timers[dir] > 0 then if mg.button_pressed_timers[dir] > 0 then
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1 mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
end end
end end
-- Check for arrow key inputs -- Check for arrow key inputs
local input_map = { local input_map = {
left = Input.left(), left = Input.left(),
@@ -238,12 +215,10 @@ function MinigameDDRWindow.update()
up = Input.up(), up = Input.up(),
right = Input.right() right = Input.right()
} }
for dir, pressed in pairs(input_map) do for dir, pressed in pairs(input_map) do
if pressed and mg.input_cooldowns[dir] == 0 then if pressed and mg.input_cooldowns[dir] == 0 then
mg.input_cooldowns[dir] = mg.input_cooldown_duration mg.input_cooldowns[dir] = mg.input_cooldown_duration
mg.button_pressed_timers[dir] = mg.button_press_duration mg.button_pressed_timers[dir] = mg.button_press_duration
-- Check if any arrow matches this direction and is in hit range -- Check if any arrow matches this direction and is in hit range
local hit = false local hit = false
for i, arrow in ipairs(mg.arrows) do for i, arrow in ipairs(mg.arrows) do
@@ -258,7 +233,6 @@ function MinigameDDRWindow.update()
break break
end end
end end
-- If pressed but no arrow to hit, apply small penalty -- If pressed but no arrow to hit, apply small penalty
if not hit then if not hit then
mg.bar_fill = mg.bar_fill - 2 mg.bar_fill = mg.bar_fill - 2
@@ -272,7 +246,6 @@ end
function MinigameDDRWindow.draw() function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
-- Safety check -- Safety check
if not mg then if not mg then
cls(0) cls(0)
@@ -283,19 +256,15 @@ function MinigameDDRWindow.draw()
end end
return return
end end
-- Draw the underlying window first (for overlay effect) -- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
-- Draw semi-transparent overlay background -- Draw semi-transparent overlay background
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Draw progress bar background -- 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) 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) 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 -- Draw progress bar fill
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
@@ -306,14 +275,11 @@ function MinigameDDRWindow.draw()
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
bar_color = Config.colors.bar bar_color = Config.colors.bar
end end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color) rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end end
-- Draw progress percentage -- Draw progress percentage
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100) 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) 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) -- Draw target arrows at bottom (light grey when not pressed)
if mg.target_arrows then if mg.target_arrows then
for _, target in ipairs(mg.target_arrows) do for _, target in ipairs(mg.target_arrows) do
@@ -322,17 +288,14 @@ function MinigameDDRWindow.draw()
draw_arrow(target.x, mg.target_y, target.dir, color) draw_arrow(target.x, mg.target_y, target.dir, color)
end end
end end
-- Draw falling arrows (blue) -- Draw falling arrows (blue)
if mg.arrows then if mg.arrows then
for _, arrow in ipairs(mg.arrows) do 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.bar) -- blue color
end end
end end
-- Draw instruction text -- Draw instruction text
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) 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) -- Debug info (large and visible)
local debug_y = 60 local debug_y = 60
if mg.debug_status then if mg.debug_status then
@@ -340,11 +303,21 @@ function MinigameDDRWindow.draw()
debug_y = debug_y + 10 debug_y = debug_y + 10
end end
if mg.use_pattern then 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 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 end
else 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.bar)
end end
end end

View File

@@ -26,33 +26,27 @@ end
function MinigameButtonMashWindow.update() function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
-- Check for Z button press -- Check for Z button press
if Input.select() then if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration mg.button_pressed_timer = mg.button_press_duration
-- Clamp to max -- Clamp to max
if mg.bar_fill > mg.max_fill then if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill mg.bar_fill = mg.max_fill
end end
end end
-- Check if bar is full (completed) -- Check if bar is full (completed)
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Context.active_window = mg.return_window Context.active_window = mg.return_window
return return
end end
-- Automatic degradation (increases with bar fill level) -- Automatic degradation (increases with bar fill level)
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier) local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
mg.bar_fill = mg.bar_fill - degradation mg.bar_fill = mg.bar_fill - degradation
-- Clamp to minimum -- Clamp to minimum
if mg.bar_fill < 0 then if mg.bar_fill < 0 then
mg.bar_fill = 0 mg.bar_fill = 0
end end
-- Update button press timer -- Update button press timer
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
@@ -61,20 +55,16 @@ end
function MinigameButtonMashWindow.draw() function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
-- Draw the underlying window first (for overlay effect) -- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
-- Draw semi-transparent overlay background -- Draw semi-transparent overlay background
-- Draw darker rectangles to create overlay effect -- Draw darker rectangles to create overlay effect
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Draw progress bar background -- 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) 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) 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 -- Draw progress bar fill
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
@@ -85,29 +75,22 @@ function MinigameButtonMashWindow.draw()
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
bar_color = Config.colors.bar -- medium color bar_color = Config.colors.bar -- medium color
end end
rect(mg.bar_x, mg.bar_y, fill_width, bar_color)
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end end
-- Draw button indicator -- Draw button indicator
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed button_color = Config.colors.green -- Highlight when pressed
end end
-- Draw button as circle (approximated with rect for TIC-80)
circb(mg.button_x, mg.button_y, mg.button_size, button_color) circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end end
-- Draw Z text in the button -- Draw Z text in the button
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey) Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
-- Draw instruction text -- Draw instruction text
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
-- Draw progress percentage -- Draw progress percentage
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100) 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) Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
end end

View File

@@ -13,18 +13,15 @@ function MinigameRhythmWindow.init()
button_pressed_timer = 0, button_pressed_timer = 0,
button_press_duration = 10, button_press_duration = 10,
return_window = WINDOW_GAME, return_window = WINDOW_GAME,
-- Visual layout (match button mash minigame dimensions) -- Visual layout (match button mash minigame dimensions)
bar_x = 20, bar_x = 20,
bar_y = 10, bar_y = 10,
bar_width = 200, bar_width = 200,
bar_height = 12, bar_height = 12,
-- Button indicator -- Button indicator
button_x = 210, button_x = 210,
button_y = 110, button_y = 110,
button_size = 10, button_size = 10,
-- Cooldown to prevent multiple presses in one frame -- Cooldown to prevent multiple presses in one frame
press_cooldown = 0, press_cooldown = 0,
press_cooldown_duration = 15 press_cooldown_duration = 15
@@ -39,10 +36,8 @@ end
function MinigameRhythmWindow.update() function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
-- Move the line across the bar (bidirectional) -- Move the line across the bar (bidirectional)
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction) mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
-- Reverse direction when reaching either end -- Reverse direction when reaching either end
if mg.line_position > 1 then if mg.line_position > 1 then
mg.line_position = 1 mg.line_position = 1
@@ -51,21 +46,17 @@ function MinigameRhythmWindow.update()
mg.line_position = 0 mg.line_position = 0
mg.line_direction = 1 mg.line_direction = 1
end end
-- Decrease cooldown timer -- Decrease cooldown timer
if mg.press_cooldown > 0 then if mg.press_cooldown > 0 then
mg.press_cooldown = mg.press_cooldown - 1 mg.press_cooldown = mg.press_cooldown - 1
end end
-- Check for Z button press (only if cooldown expired) -- Check for Z button press (only if cooldown expired)
if Input.select() and mg.press_cooldown == 0 then if Input.select() and mg.press_cooldown == 0 then
mg.button_pressed_timer = mg.button_press_duration mg.button_pressed_timer = mg.button_press_duration
mg.press_cooldown = mg.press_cooldown_duration mg.press_cooldown = mg.press_cooldown_duration
-- Calculate if line is within target area -- Calculate if line is within target area
local target_left = mg.target_center - (mg.target_width / 2) local target_left = mg.target_center - (mg.target_width / 2)
local target_right = 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 if mg.line_position >= target_left and mg.line_position <= target_right then
-- HIT! Award point -- HIT! Award point
mg.score = mg.score + 1 mg.score = mg.score + 1
@@ -76,7 +67,6 @@ function MinigameRhythmWindow.update()
mg.score = 0 mg.score = 0
end end
end end
-- Calculate target width dynamically based on score -- Calculate target width dynamically based on score
-- Each point shrinks by 10%, so reverse the formula -- Each point shrinks by 10%, so reverse the formula
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score) mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
@@ -84,13 +74,11 @@ function MinigameRhythmWindow.update()
mg.target_width = mg.min_target_width mg.target_width = mg.min_target_width
end end
end end
-- Check win condition -- Check win condition
if mg.score >= mg.max_score then if mg.score >= mg.max_score then
Context.active_window = mg.return_window Context.active_window = mg.return_window
return return
end end
-- Update button press timer -- Update button press timer
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
@@ -99,56 +87,46 @@ end
function MinigameRhythmWindow.draw() function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
-- Draw the underlying window first (for overlay effect) -- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
-- Draw semi-transparent overlay background -- Draw semi-transparent overlay background
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Calculate actual pixel positions -- Calculate actual pixel positions
local bar_center_x = mg.bar_x + mg.bar_width / 2
-- Draw bar container background -- 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) 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) 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) -- Draw bar background (empty area)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey) rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
-- Draw target area (highlighted section in middle) -- Draw target area (highlighted section in middle)
local target_left = mg.target_center - (mg.target_width / 2) 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_x = mg.bar_x + (target_left * mg.bar_width)
local target_width_pixels = mg.target_width * mg.bar_width local target_width_pixels = mg.target_width * mg.bar_width
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green) rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
-- Draw the moving line -- Draw the moving line
local line_x = mg.bar_x + (mg.line_position * mg.bar_width) 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 rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line
-- Draw score text -- Draw score text
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score 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) Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
-- Draw instruction text -- 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) 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 -- Draw button indicator in bottom-right corner
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed button_color = Config.colors.green -- Highlight when pressed
end end
-- Draw button circle -- Draw button circle
circb(mg.button_x, mg.button_y, mg.button_size, button_color) circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end end
-- Draw Z text in the button -- Draw Z text in the button
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color) Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
end end

View File

@@ -1,28 +1,21 @@
-- Simplified PopupWindow module
local POPUP_X = 40 local POPUP_X = 40
local POPUP_Y = 40 local POPUP_Y = 40
local POPUP_WIDTH = 160 local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80 local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10 local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 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) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} -- Ensure it's a table Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
end
function PopupWindow.hide() function PopupWindow.hide()
Context.popup.show = false Context.popup.show = false
Context.popup.content = {} -- Clear content Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
GameWindow.set_state(WINDOW_GAME) -- Return to game window
end
function PopupWindow.update() function PopupWindow.update()
if Context.popup.show then 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()
PopupWindow.hide()
end end
end end
end end
@@ -38,7 +31,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end 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
end end