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feature/sp
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7deeffa8d6
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16
.luacheckrc
16
.luacheckrc
@@ -11,9 +11,21 @@ globals = {
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"Print",
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"Input",
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"Audio",
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"Config",
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"Context",
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"Meters",
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"Minigames",
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"Meter",
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"Minigame",
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"Window",
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"SplashWindow",
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"IntroWindow",
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"MenuWindow",
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"GameWindow",
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"PopupWindow",
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"ConfigurationWindow",
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"AudioTestWindow",
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"MinigameButtonMashWindow",
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"MinigameRhythmWindow",
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"MinigameDDRWindow",
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"mset",
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"mget",
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"btnp",
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@@ -55,7 +55,7 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
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---
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# Impostor Minigames Documentation
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# Impostor Minigame Documentation
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This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
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@@ -74,7 +74,7 @@ This document provides comprehensive documentation for all three minigames imple
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The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
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- **Overlay rendering** - Minigames render over the current game window
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- **Overlay rendering** - Minigame render over the current game window
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- **Progress tracking** - Visual indicators show completion status
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- **Return mechanism** - Automatic return to the calling window upon completion
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- **Visual feedback** - Button presses and hits are visually indicated
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28
Makefile
28
Makefile
@@ -58,8 +58,8 @@ export: build
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@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
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watch:
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make build
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fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
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$(MAKE) build
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fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
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import_assets: $(OUTPUT)
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@TIC_CMD="load $(OUTPUT) &"; \
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@@ -204,12 +204,20 @@ install_precommit_hook:
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@chmod +x .git/hooks/pre-commit
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@echo "Pre-commit hook installed successfully."
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||||
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.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook
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docs: build
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@echo "==> Checking for ldoc..."
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@if ! command -v ldoc &> /dev/null; then \
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echo "ldoc not found, attempting to install with luarocks..."; \
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if command -v luarocks &> /dev/null; then \
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luarocks install ldoc; \
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else \
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echo "Error: luarocks not found. Please install luarocks and then ldoc manually."; \
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exit 1; \
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fi; \
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fi
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@echo "==> Running ldoc..."
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@ldoc ${OUTPUT} -d docs
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@echo "==> Documentation generated."
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||||
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.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
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#-- <WAVES>
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#-- 000:224578acdeeeeddcba95434567653100
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#-- </WAVES>
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#
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#-- <SFX>
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#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
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#-- </SFX>
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21
impostor.inc
21
impostor.inc
@@ -1,10 +1,15 @@
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meta/meta.header.lua
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init/init.modules.lua
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init/init.module.lua
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init/init.config.lua
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init/init.minigames.lua
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init/init.meters.lua
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init/init.minigame.lua
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init/init.meter.lua
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init/init.context.lua
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system/system.util.lua
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init/init.windows.lua
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system/system.print.lua
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system/system.input.lua
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system/system.ui.lua
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audio/audio.manager.lua
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audio/audio.songs.lua
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sprite/sprite.manager.lua
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sprite/sprite.norman.lua
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situation/situation.manager.lua
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@@ -27,12 +32,8 @@ screen/screen.toilet.lua
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screen/screen.walking_to_office.lua
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screen/screen.office.lua
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screen/screen.walking_to_home.lua
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init/init.context.lua
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data/data.songs.lua
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system/system.print.lua
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||||
system/system.input.lua
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system/system.audio.lua
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system/system.ui.lua
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window/window.manager.lua
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window/window.register.lua
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window/window.splash.lua
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window/window.intro.lua
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window/window.menu.lua
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@@ -1,14 +1,28 @@
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--- Stops current music.
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function Audio.music_stop() music() end
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--- Plays main menu music.
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function Audio.music_play_mainmenu() end
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--- Plays waking up music.
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function Audio.music_play_wakingup() end
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--- Plays room morning music.
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function Audio.music_play_room_morning() end
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--- Plays room street 1 music.
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function Audio.music_play_room_street_1() end
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--- Plays room street 2 music.
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function Audio.music_play_room_street_2() end
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--- Plays room music.
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-- TODO: function name is incomplete, determine the correct room identifier
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function Audio.music_play_room_() end
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--- Plays room work music.
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function Audio.music_play_room_work() end
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--- Plays select sound effect.
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function Audio.sfx_select() sfx(17, 'C-7', 30) end
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--- Plays deselect sound effect.
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function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
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--- Plays beep sound effect.
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function Audio.sfx_beep() sfx(19, 'C-6', 30) end
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--- Plays success sound effect.
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function Audio.sfx_success() sfx(16, 'C-7', 60) end
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--- Plays bloop sound effect.
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function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
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@@ -107,8 +107,11 @@ Songs = {
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}
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}
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-- Helper function to calculate frame from beat
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-- Usage: frame_from_beat(beat_number, bpm, fps)
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--- Converts beats to frames.
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-- @param beat number The beat number.
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-- @param bpm number Beats per minute.
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-- @param[opt] fps number Frames per second (default: 60).
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-- @return number The corresponding frame number.
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function frame_from_beat(beat, bpm, fps)
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fps = fps or 60
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local seconds_per_beat = 60 / bpm
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@@ -116,8 +119,11 @@ function frame_from_beat(beat, bpm, fps)
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return math.floor(beat * frames_per_beat)
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end
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-- Helper function to convert simple beat notation to frame pattern
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-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
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--- Converts beat notation to frame pattern.
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-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
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-- @param bpm number Beats per minute.
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-- @param[opt] fps number Frames per second (default: 60).
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-- @return table The generated pattern.
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function beats_to_pattern(beats, bpm, fps)
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fps = fps or 60
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local pattern = {}
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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Util.go_to_screen_by_id("home")
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end,
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condition = function() return true end
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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Util.go_to_screen_by_id("office")
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end,
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condition = function() return true end
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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Util.go_to_screen_by_id("toilet")
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end,
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condition = function() return true end
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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Util.go_to_screen_by_id("walking_to_home")
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end,
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condition = function() return true end
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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Util.go_to_screen_by_id("walking_to_office")
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end,
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condition = function() return true end
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})
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@@ -2,7 +2,7 @@ Decision.register({
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id = "have_a_coffee",
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label = "Have a Coffee",
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handle = function()
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Situation.apply("drink_coffee")
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local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
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Context.game.current_situation = new_situation_id
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end,
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condition = function() return true end
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})
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@@ -1,5 +1,7 @@
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local _decisions = {}
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--- Registers a decision definition.
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-- @param decision table The decision data table.
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function Decision.register(decision)
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if not decision or not decision.id then
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PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
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@@ -22,10 +24,46 @@ function Decision.register(decision)
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_decisions[decision.id] = decision
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end
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function Decision.get(id)
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--- Gets a decision by ID.
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-- @param id string The ID of the decision.
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-- @return table The decision table or nil.
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function Decision.get_by_id(id)
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return _decisions[id]
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end
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--- Gets all registered decisions.
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-- @return table A table of all registered decisions.
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function Decision.get_all()
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return _decisions
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end
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--- Gets decision objects based on a screen's data.
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-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
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-- @return table A table containing decision objects relevant to the screen.
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function Decision.get_for_screen(screen_data)
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if not screen_data or not screen_data.decisions then
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return {}
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end
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local screen_decisions = {}
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for _, decision_id in ipairs(screen_data.decisions) do
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local decision = Decision.get_by_id(decision_id)
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if decision then
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table.insert(screen_decisions, decision)
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end
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end
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return screen_decisions
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end
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|
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--- Filters a list of decision objects based on their condition function.
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-- @param decisions_list table A table of decision objects.
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-- @return table A new table containing only the decisions for which condition() is true.
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function Decision.filter_available(decisions_list)
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local available = {}
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for _, decision in ipairs(decisions_list) do
|
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if decision and decision.condition() then
|
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table.insert(available, decision)
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end
|
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end
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return available
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end
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|
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@@ -1,6 +1,5 @@
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Decision.register({
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id = "play_button_mash",
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label = "Play Button Mash",
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handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
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condition = function() return true end
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||||
handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
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||||
})
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||||
|
||||
@@ -1,6 +1,5 @@
|
||||
Decision.register({
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||||
id = "play_ddr",
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||||
label = "Play DDR (Random)",
|
||||
handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
|
||||
condition = function() return true end
|
||||
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
|
||||
})
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
Decision.register({
|
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id = "play_rhythm",
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label = "Play Rhythm Game",
|
||||
handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
|
||||
condition = function() return true end
|
||||
handle = function() Meter.hide() MinigameRhythmWindow.start("game") end,
|
||||
})
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|
||||
@@ -1,53 +1,54 @@
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||||
local DEFAULT_CONFIG = {
|
||||
Config = {}
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||||
|
||||
function Config.initial_data()
|
||||
return {
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||||
screen = {
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width = 240,
|
||||
height = 136
|
||||
},
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colors = {
|
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black = 0,
|
||||
black = 2,
|
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light_grey = 13,
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dark_grey = 14,
|
||||
red = 2,
|
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green = 6,
|
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red = 0,
|
||||
green = 7,
|
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blue = 9,
|
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white = 12,
|
||||
item = 12,
|
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meter_bg = 12
|
||||
},
|
||||
player = {
|
||||
sprite_id = 1
|
||||
},
|
||||
timing = {
|
||||
splash_duration = 120
|
||||
}
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
local Config = {
|
||||
screen = DEFAULT_CONFIG.screen,
|
||||
colors = DEFAULT_CONFIG.colors,
|
||||
player = DEFAULT_CONFIG.player,
|
||||
timing = DEFAULT_CONFIG.timing,
|
||||
}
|
||||
--- Restores default configuration settings.
|
||||
function Config.reset()
|
||||
local initial = Config.initial_data()
|
||||
Config.screen = initial.screen
|
||||
Config.colors = initial.colors
|
||||
Config.timing = initial.timing
|
||||
end
|
||||
|
||||
local CONFIG_SAVE_BANK = 7
|
||||
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
||||
local CONFIG_SPLASH_DURATION_ADDRESS = 3
|
||||
local CONFIG_MAGIC_VALUE = 0xDE
|
||||
|
||||
--- Saves the current configuration.
|
||||
function Config.save()
|
||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
|
||||
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||
end
|
||||
|
||||
--- Loads saved configuration.
|
||||
function Config.load()
|
||||
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
|
||||
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||
else
|
||||
Config.restore_defaults()
|
||||
Config.reset()
|
||||
end
|
||||
end
|
||||
|
||||
function Config.restore_defaults()
|
||||
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
|
||||
end
|
||||
|
||||
Config.load()
|
||||
|
||||
@@ -2,107 +2,67 @@ local SAVE_GAME_BANK = 6
|
||||
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||
|
||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||
--- Global game context.
|
||||
Context = {}
|
||||
|
||||
local function get_initial_data()
|
||||
--- Gets initial data for Context.
|
||||
-- @return table Initial context data.
|
||||
function Context.initial_data()
|
||||
return {
|
||||
active_window = WINDOW_SPLASH,
|
||||
intro = {
|
||||
y = Config.screen.height,
|
||||
speed = 0.5,
|
||||
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_menu_item = 1,
|
||||
splash_timer = Config.timing.splash_duration,
|
||||
popup = {
|
||||
show = false,
|
||||
content = {}
|
||||
},
|
||||
player = {
|
||||
sprite_id = Config.player.sprite_id
|
||||
},
|
||||
ground = {
|
||||
x = 0,
|
||||
y = Config.screen.height,
|
||||
w = Config.screen.width,
|
||||
h = 8
|
||||
},
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
selected_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(),
|
||||
sprites = {},
|
||||
minigame_ddr = Minigame.get_default_ddr(),
|
||||
minigame_button_mash = Minigame.get_default_button_mash(),
|
||||
minigame_rhythm = Minigame.get_default_rhythm(),
|
||||
meters = Meter.get_initial(),
|
||||
game = {
|
||||
current_screen = "home",
|
||||
current_situation = nil,
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
Context = {}
|
||||
|
||||
local function reset_context_to_initial_state()
|
||||
local initial_data = get_initial_data()
|
||||
|
||||
--- Resets game context to initial state.
|
||||
function Context.reset()
|
||||
local initial_data = Context.initial_data()
|
||||
for k in pairs(Context) do
|
||||
if type(Context[k]) ~= "function" then Context[k] = nil
|
||||
if type(Context[k]) ~= "function" then
|
||||
Context[k] = nil
|
||||
end
|
||||
end
|
||||
|
||||
for k, v in pairs(initial_data) do
|
||||
Context[k] = v
|
||||
end
|
||||
|
||||
Context.screens = {}
|
||||
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 = Screen.get_by_id(screen_id)
|
||||
if screen_data then
|
||||
table.insert(Context.screens, screen_data)
|
||||
Context.screen_indices_by_id[screen_id] = i
|
||||
else
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
reset_context_to_initial_state()
|
||||
|
||||
--- Starts a new game.
|
||||
function Context.new_game()
|
||||
reset_context_to_initial_state()
|
||||
Context.reset()
|
||||
Context.game_in_progress = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
Screen.get_by_id(Context.game.current_screen).init()
|
||||
end
|
||||
|
||||
--- Saves the current game state.
|
||||
function Context.save_game()
|
||||
if not Context.game_in_progress then return end
|
||||
|
||||
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
end
|
||||
|
||||
--- Loads a saved game state.
|
||||
function Context.load_game()
|
||||
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
|
||||
Context.new_game()
|
||||
return
|
||||
end
|
||||
|
||||
reset_context_to_initial_state()
|
||||
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
|
||||
Context.reset()
|
||||
Context.game_in_progress = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
Screen.get_by_id(Context.game.current_screen).init()
|
||||
end
|
||||
|
||||
@@ -6,12 +6,15 @@ 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
|
||||
-- Internal meters for tracking game progress and player stats.
|
||||
Meter.COLOR_ISM = Config.colors.red
|
||||
Meter.COLOR_WPM = Config.colors.blue
|
||||
Meter.COLOR_BM = Config.colors.black
|
||||
Meter.COLOR_BG = Config.colors.meter_bg
|
||||
|
||||
function Meters.get_initial()
|
||||
--- Gets initial meter values.
|
||||
-- @return table A table of initial meter values.
|
||||
function Meter.get_initial()
|
||||
return {
|
||||
ism = METER_DEFAULT,
|
||||
wpm = METER_DEFAULT,
|
||||
@@ -22,26 +25,33 @@ function Meters.get_initial()
|
||||
}
|
||||
end
|
||||
|
||||
function Meters.hide()
|
||||
--- Hides meters.
|
||||
function Meter.hide()
|
||||
if Context and Context.meters then Context.meters.hidden = true end
|
||||
end
|
||||
|
||||
function Meters.show()
|
||||
--- Shows meters.
|
||||
function Meter.show()
|
||||
if Context and Context.meters then Context.meters.hidden = false end
|
||||
end
|
||||
|
||||
function Meters.get_max()
|
||||
--- Gets max meter value.
|
||||
-- @return number The maximum meter value.
|
||||
function Meter.get_max()
|
||||
return METER_MAX
|
||||
end
|
||||
|
||||
function Meters.get_combo_multiplier()
|
||||
--- Gets combo multiplier.
|
||||
-- @return number The current combo multiplier.
|
||||
function Meter.get_combo_multiplier()
|
||||
if not Context or not Context.meters then return 1 end
|
||||
local combo = Context.meters.combo
|
||||
if combo == 0 then return 1 end
|
||||
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
|
||||
end
|
||||
|
||||
function Meters.update()
|
||||
--- Updates all meters.
|
||||
function Meter.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)
|
||||
@@ -56,7 +66,10 @@ function Meters.update()
|
||||
end
|
||||
end
|
||||
|
||||
function Meters.add(key, amount)
|
||||
--- Adds amount to a meter.
|
||||
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
|
||||
-- @param amount number The amount to add.
|
||||
function Meter.add(key, amount)
|
||||
if not Context or not Context.meters then return end
|
||||
local m = Context.meters
|
||||
if m[key] ~= nil then
|
||||
@@ -64,12 +77,13 @@ function Meters.add(key, amount)
|
||||
end
|
||||
end
|
||||
|
||||
function Meters.on_minigame_complete()
|
||||
--- Called on minigame completion.
|
||||
function Meter.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)
|
||||
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
|
||||
Meter.add("wpm", gain)
|
||||
Meter.add("ism", gain)
|
||||
Meter.add("bm", gain)
|
||||
m.combo = m.combo + 1
|
||||
m.combo_timer = 0
|
||||
end
|
||||
@@ -1,5 +1,9 @@
|
||||
Minigames = {}
|
||||
-- Manages minigame configurations and initial states.
|
||||
|
||||
--- Applies parameters to defaults.
|
||||
-- @param defaults table The default configuration table.
|
||||
-- @param params table The parameters to apply.
|
||||
-- @return table The updated configuration table.
|
||||
local function apply_params(defaults, params)
|
||||
if not params then return defaults end
|
||||
for k, v in pairs(params) do
|
||||
@@ -8,7 +12,9 @@ local function apply_params(defaults, params)
|
||||
return defaults
|
||||
end
|
||||
|
||||
function Minigames.get_default_ddr()
|
||||
--- Gets default DDR minigame configuration.
|
||||
-- @return table The default DDR minigame configuration.
|
||||
function Minigame.get_default_ddr()
|
||||
local arrow_size = 12
|
||||
local arrow_spacing = 30
|
||||
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
|
||||
@@ -47,7 +53,9 @@ function Minigames.get_default_ddr()
|
||||
}
|
||||
end
|
||||
|
||||
function Minigames.get_default_button_mash()
|
||||
--- Gets default button mash minigame configuration.
|
||||
-- @return table The default button mash minigame configuration.
|
||||
function Minigame.get_default_button_mash()
|
||||
return {
|
||||
bar_fill = 0,
|
||||
max_fill = 100,
|
||||
@@ -67,7 +75,9 @@ function Minigames.get_default_button_mash()
|
||||
}
|
||||
end
|
||||
|
||||
function Minigames.get_default_rhythm()
|
||||
--- Gets default rhythm minigame configuration.
|
||||
-- @return table The default rhythm minigame configuration.
|
||||
function Minigame.get_default_rhythm()
|
||||
return {
|
||||
line_position = 0,
|
||||
line_speed = 0.015,
|
||||
@@ -94,14 +104,23 @@ function Minigames.get_default_rhythm()
|
||||
}
|
||||
end
|
||||
|
||||
function Minigames.configure_ddr(params)
|
||||
return apply_params(Minigames.get_default_ddr(), params)
|
||||
--- Configures DDR minigame.
|
||||
-- @param params table Optional parameters to override defaults.
|
||||
-- @return table The configured DDR minigame state.
|
||||
function Minigame.configure_ddr(params)
|
||||
return apply_params(Minigame.get_default_ddr(), params)
|
||||
end
|
||||
|
||||
function Minigames.configure_button_mash(params)
|
||||
return apply_params(Minigames.get_default_button_mash(), params)
|
||||
--- Configures button mash minigame.
|
||||
-- @param params table Optional parameters to override defaults.
|
||||
-- @return table The configured button mash minigame state.
|
||||
function Minigame.configure_button_mash(params)
|
||||
return apply_params(Minigame.get_default_button_mash(), params)
|
||||
end
|
||||
|
||||
function Minigames.configure_rhythm(params)
|
||||
return apply_params(Minigames.get_default_rhythm(), params)
|
||||
--- Configures rhythm minigame.
|
||||
-- @param params table Optional parameters to override defaults.
|
||||
-- @return table The configured rhythm minigame state.
|
||||
function Minigame.configure_rhythm(params)
|
||||
return apply_params(Minigame.get_default_rhythm(), params)
|
||||
end
|
||||
13
inc/init/init.module.lua
Normal file
13
inc/init/init.module.lua
Normal file
@@ -0,0 +1,13 @@
|
||||
Window = {}
|
||||
Util = {}
|
||||
Meter = {}
|
||||
Minigame = {}
|
||||
Decision = {}
|
||||
Situation = {}
|
||||
Screen = {}
|
||||
Map = {}
|
||||
UI = {}
|
||||
Print = {}
|
||||
Input = {}
|
||||
Sprite = {}
|
||||
Audio = {}
|
||||
@@ -1,22 +0,0 @@
|
||||
local SplashWindow = {}
|
||||
local IntroWindow = {}
|
||||
local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {}
|
||||
local ConfigurationWindow = {}
|
||||
local AudioTestWindow = {}
|
||||
local MinigameButtonMashWindow = {}
|
||||
local MinigameRhythmWindow = {}
|
||||
local MinigameDDRWindow = {}
|
||||
Util = {}
|
||||
Meters = {}
|
||||
Minigames = {}
|
||||
Decision = {}
|
||||
Situation = {}
|
||||
Screen = {}
|
||||
Map = {}
|
||||
UI = {}
|
||||
Print = {}
|
||||
Input = {}
|
||||
Sprite = {}
|
||||
Audio = {}
|
||||
@@ -1,10 +0,0 @@
|
||||
local WINDOW_SPLASH = 0
|
||||
local WINDOW_INTRO = 1
|
||||
local WINDOW_MENU = 2
|
||||
local WINDOW_GAME = 3
|
||||
local WINDOW_POPUP = 4
|
||||
local WINDOW_CONFIGURATION = 7
|
||||
local WINDOW_MINIGAME_BUTTON_MASH = 8
|
||||
local WINDOW_MINIGAME_RHYTHM = 9
|
||||
local WINDOW_MINIGAME_DDR = 10
|
||||
local WINDOW_AUDIOTEST = 9001
|
||||
@@ -1,5 +1,9 @@
|
||||
-- Manages game maps.
|
||||
|
||||
local _maps = {}
|
||||
|
||||
--- Gets all registered maps as an array.
|
||||
-- @return table An array of registered map data.
|
||||
function Map.get_maps_array()
|
||||
local maps_array = {}
|
||||
for _, map_data in pairs(_maps) do
|
||||
@@ -8,6 +12,8 @@ function Map.get_maps_array()
|
||||
return maps_array
|
||||
end
|
||||
|
||||
--- Registers a map definition.
|
||||
-- @param map_data table The map data table.
|
||||
function Map.register(map_data)
|
||||
if _maps[map_data.id] then
|
||||
trace("Warning: Overwriting map with id: " .. map_data.id)
|
||||
@@ -15,10 +21,15 @@ function Map.register(map_data)
|
||||
_maps[map_data.id] = map_data
|
||||
end
|
||||
|
||||
--- Gets a map by ID.
|
||||
-- @param map_id string The ID of the map.
|
||||
-- @return table The map data table or nil.
|
||||
function Map.get_by_id(map_id)
|
||||
return _maps[map_id]
|
||||
end
|
||||
|
||||
--- Draws a map.
|
||||
-- @param map_id string The ID of the map to draw.
|
||||
function Map.draw(map_id)
|
||||
local map_data = Map.get_by_id(map_id)
|
||||
if not map_data then
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
local _screens = {}
|
||||
|
||||
--- Registers a screen definition.
|
||||
-- @param screen_data table The screen data table.
|
||||
function Screen.register(screen_data)
|
||||
if _screens[screen_data.id] then
|
||||
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
||||
@@ -7,9 +9,24 @@ function Screen.register(screen_data)
|
||||
if not screen_data.situations then
|
||||
screen_data.situations = {}
|
||||
end
|
||||
if not screen_data.init then
|
||||
screen_data.init = function() end
|
||||
end
|
||||
if not screen_data.update then
|
||||
screen_data.update = function() end
|
||||
end
|
||||
_screens[screen_data.id] = screen_data
|
||||
end
|
||||
|
||||
--- Gets a screen by ID.
|
||||
-- @param screen_id string The ID of the screen.
|
||||
-- @return table The screen table or nil.
|
||||
function Screen.get_by_id(screen_id)
|
||||
return _screens[screen_id]
|
||||
end
|
||||
|
||||
--- Gets all registered screens.
|
||||
-- @return table A table containing all registered screen data, indexed by their IDs.
|
||||
function Screen.get_all()
|
||||
return _screens
|
||||
end
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
local _situations = {}
|
||||
|
||||
--- Registers a situation definition.
|
||||
-- @param situation table The situation data table.
|
||||
function Situation.register(situation)
|
||||
if not situation or not situation.id then
|
||||
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
|
||||
@@ -8,30 +10,56 @@ function Situation.register(situation)
|
||||
if not situation.handle then
|
||||
situation.handle = function() end
|
||||
end
|
||||
if not situation.update then
|
||||
situation.update = function() end
|
||||
end
|
||||
if _situations[situation.id] then
|
||||
trace("Warning: Overwriting situation with id: " .. situation.id)
|
||||
end
|
||||
_situations[situation.id] = situation
|
||||
end
|
||||
|
||||
function Situation.get(id)
|
||||
--- Gets a situation by ID.
|
||||
-- @param id string The situation ID.
|
||||
-- @return table The situation table or nil.
|
||||
function Situation.get_by_id(id)
|
||||
return _situations[id]
|
||||
end
|
||||
|
||||
function Situation.apply(id)
|
||||
local situation = Situation.get(id)
|
||||
if not situation then
|
||||
trace("Error: No situation found with id: " .. id)
|
||||
return
|
||||
--- Gets all registered situations, optionally filtered by screen ID.
|
||||
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
|
||||
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
|
||||
function Situation.get_all(screen_id)
|
||||
if screen_id then
|
||||
local filtered_situations = {}
|
||||
for _, situation in pairs(_situations) do
|
||||
if situation.screen_id == screen_id then
|
||||
table.insert(filtered_situations, situation)
|
||||
end
|
||||
|
||||
local current_screen_obj = Screen.get_by_id(Context.current_screen)
|
||||
if current_screen_obj and not current_screen_obj.situations[id] then
|
||||
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").")
|
||||
return
|
||||
end
|
||||
|
||||
Context.current_situation = id
|
||||
situation.handle()
|
||||
return filtered_situations
|
||||
end
|
||||
return _situations
|
||||
end
|
||||
|
||||
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
|
||||
-- @param id string The situation ID to apply.
|
||||
-- @param current_screen_id string The ID of the currently active screen.
|
||||
-- @return string|nil The ID of the applied situation if successful, otherwise nil.
|
||||
function Situation.apply(id, current_screen_id)
|
||||
local situation = Situation.get_by_id(id)
|
||||
local screen = Screen.get_by_id(current_screen_id)
|
||||
|
||||
if not situation then
|
||||
trace("Error: No situation found with id: " .. id)
|
||||
return nil
|
||||
end
|
||||
|
||||
if Util.contains(screen.situations, id) then
|
||||
situation.handle()
|
||||
return id
|
||||
else
|
||||
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
local _sprites = {}
|
||||
local _active_sprites = {}
|
||||
|
||||
--- Registers a sprite definition.
|
||||
-- @param sprite_data table A table containing the sprite definition.
|
||||
function Sprite.register(sprite_data)
|
||||
if not sprite_data or not sprite_data.id then
|
||||
trace("Error: Invalid sprite object registered (missing id)!")
|
||||
@@ -11,14 +14,22 @@ function Sprite.register(sprite_data)
|
||||
_sprites[sprite_data.id] = sprite_data
|
||||
end
|
||||
|
||||
--- Schedules a sprite for drawing.
|
||||
-- @param id string The unique identifier of the sprite.
|
||||
-- @param x number The x-coordinate.
|
||||
-- @param y number The y-coordinate.
|
||||
-- @param[opt] colorkey number The color index for transparency.
|
||||
-- @param[opt] scale number The scaling factor.
|
||||
-- @param[opt] flip_x number Set to 1 to flip horizontally.
|
||||
-- @param[opt] flip_y number Set to 1 to flip vertically.
|
||||
-- @param[opt] rot number The rotation in degrees.
|
||||
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||
-- Ensure the sprite exists before attempting to show it
|
||||
if not _sprites[id] then
|
||||
trace("Error: Attempted to show non-registered sprite with id: " .. id)
|
||||
return
|
||||
end
|
||||
|
||||
Context.sprites[id] = {
|
||||
_active_sprites[id] = {
|
||||
id = id,
|
||||
x = x,
|
||||
y = y,
|
||||
@@ -30,28 +41,28 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||
}
|
||||
end
|
||||
|
||||
--- Hides a displayed sprite.
|
||||
-- @param id string The unique identifier of the sprite.
|
||||
function Sprite.hide(id)
|
||||
Context.sprites[id] = nil
|
||||
_active_sprites[id] = nil
|
||||
end
|
||||
|
||||
--- Draws all scheduled sprites.
|
||||
function Sprite.draw()
|
||||
for id, params in pairs(Context.sprites) do
|
||||
for id, params in pairs(_active_sprites) do
|
||||
local sprite_data = _sprites[id]
|
||||
if not sprite_data then
|
||||
trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
|
||||
Context.sprites[id] = nil -- Clean up invalid entry
|
||||
-- We should probably continue to the next sprite instead of returning
|
||||
-- so that other valid sprites can still be drawn.
|
||||
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
|
||||
_active_sprites[id] = nil
|
||||
end
|
||||
|
||||
-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
|
||||
local colorkey = params.colorkey or sprite_data.colorkey or 0
|
||||
local scale = params.scale or sprite_data.scale or 1
|
||||
local flip_x = params.flip_x or sprite_data.flip_x or 0
|
||||
local flip_y = params.flip_y or sprite_data.flip_y or 0
|
||||
local rot = params.rot or sprite_data.rot or 0
|
||||
|
||||
if sprite_data.sprites then -- Complex sprite
|
||||
if sprite_data.sprites then
|
||||
for i = 1, #sprite_data.sprites do
|
||||
local sub_sprite = sprite_data.sprites[i]
|
||||
spr(
|
||||
@@ -65,7 +76,7 @@ function Sprite.draw()
|
||||
sub_sprite.rot or rot
|
||||
)
|
||||
end
|
||||
else -- Simple sprite
|
||||
else
|
||||
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,17 +1,17 @@
|
||||
Sprite.register({
|
||||
id = "norman",
|
||||
sprites = {
|
||||
-- Body
|
||||
-- Body (sprite index 0)
|
||||
{ s = 0, x_offset = 0, y_offset = 0 },
|
||||
-- Head
|
||||
-- Head (sprite index 1)
|
||||
{ s = 1, x_offset = 0, y_offset = -8 },
|
||||
-- Left Arm
|
||||
-- Left Arm (sprite index 2)
|
||||
{ s = 2, x_offset = -4, y_offset = 4 },
|
||||
-- Right Arm
|
||||
-- Right Arm (sprite index 3, flipped)
|
||||
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
|
||||
-- Left Leg
|
||||
-- Left Leg (sprite index 4)
|
||||
{ s = 4, x_offset = -2, y_offset = 8 },
|
||||
-- Right Leg
|
||||
-- Right Leg (sprite index 5, flipped)
|
||||
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
|
||||
}
|
||||
})
|
||||
@@ -2,16 +2,28 @@ local INPUT_KEY_UP = 0
|
||||
local INPUT_KEY_DOWN = 1
|
||||
local INPUT_KEY_LEFT = 2
|
||||
local INPUT_KEY_RIGHT = 3
|
||||
local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
|
||||
local INPUT_KEY_A = 4
|
||||
local INPUT_KEY_B = 5
|
||||
local INPUT_KEY_Y = 7
|
||||
local INPUT_KEY_SPACE = 48
|
||||
local INPUT_KEY_BACKSPACE = 51
|
||||
local INPUT_KEY_ENTER = 50
|
||||
|
||||
--- Checks if Up is pressed.
|
||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||
--- Checks if Down is pressed.
|
||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
||||
--- Checks if Left is pressed.
|
||||
function Input.left() return btnp(INPUT_KEY_LEFT) end
|
||||
--- Checks if Right is pressed.
|
||||
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
||||
--- Checks if Select is pressed.
|
||||
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
||||
--- Checks if Menu Confirm is pressed.
|
||||
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 function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||
--- Checks if Player Interact is pressed.
|
||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
|
||||
--- Checks if Menu Back is pressed.
|
||||
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||
--- Checks if Toggle Popup is pressed.
|
||||
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
||||
|
||||
@@ -1,64 +1,23 @@
|
||||
local STATE_HANDLERS = {
|
||||
[WINDOW_SPLASH] = function()
|
||||
SplashWindow.update()
|
||||
SplashWindow.draw()
|
||||
end,
|
||||
[WINDOW_INTRO] = function()
|
||||
IntroWindow.update()
|
||||
IntroWindow.draw()
|
||||
end,
|
||||
[WINDOW_MENU] = function()
|
||||
MenuWindow.update()
|
||||
MenuWindow.draw()
|
||||
end,
|
||||
[WINDOW_GAME] = function()
|
||||
GameWindow.update()
|
||||
GameWindow.draw()
|
||||
end,
|
||||
[WINDOW_POPUP] = function()
|
||||
GameWindow.draw()
|
||||
PopupWindow.update()
|
||||
PopupWindow.draw()
|
||||
end,
|
||||
[WINDOW_CONFIGURATION] = function()
|
||||
ConfigurationWindow.update()
|
||||
ConfigurationWindow.draw()
|
||||
end,
|
||||
[WINDOW_AUDIOTEST] = function()
|
||||
AudioTestWindow.update()
|
||||
AudioTestWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_BUTTON_MASH] = function()
|
||||
MinigameButtonMashWindow.update()
|
||||
MinigameButtonMashWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_RHYTHM] = function()
|
||||
MinigameRhythmWindow.update()
|
||||
MinigameRhythmWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_DDR] = function()
|
||||
MinigameDDRWindow.update()
|
||||
MinigameDDRWindow.draw()
|
||||
end,
|
||||
}
|
||||
|
||||
local initialized_game = false
|
||||
|
||||
--- Initializes game state.
|
||||
local function init_game()
|
||||
if initialized_game then return end
|
||||
|
||||
Context.reset()
|
||||
Window.set_current("splash") -- Set initial window using new manager
|
||||
MenuWindow.refresh_menu_items()
|
||||
initialized_game = true
|
||||
end
|
||||
|
||||
--- Main game loop (TIC-80 callback).
|
||||
function TIC()
|
||||
init_game()
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[Context.active_window]
|
||||
local handler = Window.get_current_handler() -- Get handler from Window manager
|
||||
if handler then
|
||||
handler()
|
||||
end
|
||||
Meters.update()
|
||||
Meter.update()
|
||||
if Context.game_in_progress then
|
||||
UI.draw_meters()
|
||||
end
|
||||
|
||||
@@ -1,4 +1,10 @@
|
||||
|
||||
--- Prints text with shadow.
|
||||
-- @param text string The text to print.
|
||||
-- @param x number The x-coordinate.
|
||||
-- @param y number The y-coordinate.
|
||||
-- @param color number The color of the text.
|
||||
-- @param[opt] fixed boolean If true, uses fixed-width font.
|
||||
-- @param[opt] scale number The scaling factor.
|
||||
function Print.text(text, x, y, color, fixed, scale)
|
||||
local shadow_color = Config.colors.black
|
||||
if color == shadow_color then shadow_color = Config.colors.light_grey end
|
||||
@@ -7,6 +13,13 @@ function Print.text(text, x, y, color, fixed, scale)
|
||||
print(text, x, y, color, fixed, scale)
|
||||
end
|
||||
|
||||
--- Prints centered text with shadow.
|
||||
-- @param text string The text to print.
|
||||
-- @param x number The x-coordinate for centering.
|
||||
-- @param y number The y-coordinate.
|
||||
-- @param color number The color of the text.
|
||||
-- @param[opt] fixed boolean If true, uses fixed-width font.
|
||||
-- @param[opt] scale number The scaling factor.
|
||||
function Print.text_center(text, x, y, color, fixed, scale)
|
||||
scale = scale or 1
|
||||
local text_width = print(text, 0, -6, 0, fixed, scale)
|
||||
|
||||
@@ -1,12 +1,20 @@
|
||||
--- Draws the top bar.
|
||||
-- @param title string The title text to display.
|
||||
function UI.draw_top_bar(title)
|
||||
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
||||
Print.text(title, 3, 2, Config.colors.green)
|
||||
end
|
||||
|
||||
--- Draws dialog window.
|
||||
function UI.draw_dialog()
|
||||
PopupWindow.draw()
|
||||
end
|
||||
|
||||
--- Draws a menu.
|
||||
-- @param items table A table of menu items.
|
||||
-- @param selected_item number The index of the currently selected item.
|
||||
-- @param x number The x-coordinate for the menu.
|
||||
-- @param y number The y-coordinate for the menu.
|
||||
function UI.draw_menu(items, selected_item, x, y)
|
||||
for i, item in ipairs(items) do
|
||||
local current_y = y + (i-1)*10
|
||||
@@ -17,6 +25,10 @@ function UI.draw_menu(items, selected_item, x, y)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates menu selection.
|
||||
-- @param items table A table of menu items.
|
||||
-- @param selected_item number The current index of the selected item.
|
||||
-- @return number The updated index of the selected item.
|
||||
function UI.update_menu(items, selected_item)
|
||||
if Input.up() then
|
||||
Audio.sfx_beep()
|
||||
@@ -34,6 +46,10 @@ function UI.update_menu(items, selected_item)
|
||||
return selected_item
|
||||
end
|
||||
|
||||
--- Wraps text.
|
||||
-- @param text string The text to wrap.
|
||||
-- @param max_chars_per_line number The maximum characters per line.
|
||||
-- @return table A table of wrapped lines.
|
||||
function UI.word_wrap(text, max_chars_per_line)
|
||||
if text == nil then return {""} end
|
||||
local lines = {}
|
||||
@@ -63,6 +79,15 @@ function UI.word_wrap(text, max_chars_per_line)
|
||||
return lines
|
||||
end
|
||||
|
||||
--- Creates a numeric stepper.
|
||||
-- @param label string The label for the stepper.
|
||||
-- @param value_getter function Function to get the current value.
|
||||
-- @param value_setter function Function to set the current value.
|
||||
-- @param min number The minimum value.
|
||||
-- @param max number The maximum value.
|
||||
-- @param step number The step increment.
|
||||
-- @param[opt] format string The format string for displaying the value.
|
||||
-- @return table A numeric stepper control definition.
|
||||
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
|
||||
return {
|
||||
label = label,
|
||||
@@ -76,6 +101,10 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
|
||||
}
|
||||
end
|
||||
|
||||
--- Creates an action item.
|
||||
-- @param label string The label for the action item.
|
||||
-- @param action function The function to execute when the item is selected.
|
||||
-- @return table An action item control definition.
|
||||
function UI.create_action_item(label, action)
|
||||
return {
|
||||
label = label,
|
||||
@@ -84,6 +113,9 @@ function UI.create_action_item(label, action)
|
||||
}
|
||||
end
|
||||
|
||||
--- Draws decision selector.
|
||||
-- @param decisions table A table of decision items.
|
||||
-- @param selected_decision_index number The index of the selected decision.
|
||||
function UI.draw_decision_selector(decisions, selected_decision_index)
|
||||
local bar_height = 16
|
||||
local bar_y = Config.screen.height - bar_height
|
||||
@@ -91,18 +123,22 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
|
||||
if #decisions > 0 then
|
||||
local selected_decision = decisions[selected_decision_index]
|
||||
local decision_label = selected_decision.label
|
||||
local text_width = #decision_label * 4 local text_y = bar_y + 4
|
||||
local text_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
|
||||
Print.text(decision_label, text_x, text_y, Config.colors.item)
|
||||
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws meters.
|
||||
function UI.draw_meters()
|
||||
if not Context or not Context.game_in_progress or not Context.meters then return end
|
||||
if Context.meters.hidden then return end
|
||||
|
||||
local m = Context.meters
|
||||
local max = Meters.get_max()
|
||||
local max = Meter.get_max()
|
||||
local bar_w = 44
|
||||
local bar_h = 2
|
||||
local bar_x = 182
|
||||
@@ -112,16 +148,16 @@ function UI.draw_meters()
|
||||
local bar_offset = math.floor((line_h - bar_h) / 2)
|
||||
|
||||
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 },
|
||||
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
|
||||
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
|
||||
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
|
||||
}
|
||||
|
||||
for _, meter in ipairs(meter_list) do
|
||||
local label_y = start_y + meter.row * line_h
|
||||
local bar_y = label_y + bar_offset
|
||||
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
|
||||
rect(bar_x, bar_y, bar_w, bar_h, Meters.COLOR_BG)
|
||||
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
|
||||
if fill_w > 0 then
|
||||
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
|
||||
end
|
||||
@@ -129,6 +165,10 @@ function UI.draw_meters()
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates decision selector.
|
||||
-- @param decisions table A table of decision items.
|
||||
-- @param selected_decision_index number The current index of the selected decision.
|
||||
-- @return number The updated index of the selected decision.
|
||||
function UI.update_decision_selector(decisions, selected_decision_index)
|
||||
if Input.left() then
|
||||
Audio.sfx_beep()
|
||||
|
||||
@@ -1,14 +1,32 @@
|
||||
Util = {}
|
||||
|
||||
--- Safely wraps an index for an array.
|
||||
-- @param array table The array to index.
|
||||
-- @param index number The desired index (can be out of bounds).
|
||||
-- @return number The wrapped index within the array's bounds.
|
||||
function Util.safeindex(array, index)
|
||||
return ((index - 1 + #array) % #array) + 1
|
||||
end
|
||||
|
||||
--- Navigates to a screen by its ID.
|
||||
-- @param screen_id string The ID of the screen to go to.
|
||||
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_decision_index = 1 else
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
|
||||
local screen = Screen.get_by_id(screen_id)
|
||||
if screen then
|
||||
Context.game.current_screen = screen_id
|
||||
screen.init()
|
||||
else
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
|
||||
end
|
||||
end
|
||||
|
||||
--- Checks if a table contains a specific value.
|
||||
-- @param t table The table to check.
|
||||
-- @param value any The value to look for.
|
||||
function Util.contains(t, value)
|
||||
for i = 1, #t do
|
||||
if t[i] == value then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
@@ -6,6 +6,10 @@ AudioTestWindow = {
|
||||
last_pressed = false
|
||||
}
|
||||
|
||||
--- Generates menu items for audio test.
|
||||
-- @param list_func table List of audio functions.
|
||||
-- @param index_func number Current index of selected function.
|
||||
-- @return table Generated menu items.
|
||||
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
return {
|
||||
{
|
||||
@@ -15,7 +19,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
if current_func then
|
||||
current_func()
|
||||
else
|
||||
trace("Invalid Audio function: " .. list_func[index_menu])
|
||||
trace("Invalid Audio function: " .. list_func[index_func])
|
||||
end
|
||||
end
|
||||
},
|
||||
@@ -34,6 +38,8 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
}
|
||||
end
|
||||
|
||||
--- Generates list of audio functions.
|
||||
-- @return table A sorted list of audio function names.
|
||||
function AudioTestWindow.generate_listfunc()
|
||||
local result = {}
|
||||
|
||||
@@ -48,11 +54,13 @@ function AudioTestWindow.generate_listfunc()
|
||||
return result
|
||||
end
|
||||
|
||||
--- Navigates back from audio test window.
|
||||
function AudioTestWindow.back()
|
||||
Audio.sfx_deselect()
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
GameWindow.set_state("menu")
|
||||
end
|
||||
|
||||
--- Initializes audio test window.
|
||||
function AudioTestWindow.init()
|
||||
AudioTestWindow.last_pressed = false
|
||||
AudioTestWindow.index_menu = 1
|
||||
@@ -63,11 +71,13 @@ function AudioTestWindow.init()
|
||||
)
|
||||
end
|
||||
|
||||
--- Draws audio test window.
|
||||
function AudioTestWindow.draw()
|
||||
UI.draw_top_bar("Audio test")
|
||||
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
||||
end
|
||||
|
||||
--- Updates audio test window logic.
|
||||
function AudioTestWindow.update()
|
||||
if Input.up() then
|
||||
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
|
||||
|
||||
@@ -3,23 +3,26 @@ ConfigurationWindow = {
|
||||
selected_control = 1,
|
||||
}
|
||||
|
||||
--- Initializes configuration window.
|
||||
function ConfigurationWindow.init()
|
||||
ConfigurationWindow.controls = {
|
||||
UI.create_decision_item(
|
||||
UI.create_action_item(
|
||||
"Save",
|
||||
function() Config.save() end
|
||||
),
|
||||
UI.create_decision_item(
|
||||
UI.create_action_item(
|
||||
"Restore Defaults",
|
||||
function() Config.restore_defaults() end
|
||||
function() Config.reset() end
|
||||
),
|
||||
}
|
||||
end
|
||||
|
||||
--- Draws configuration window.
|
||||
function ConfigurationWindow.draw()
|
||||
UI.draw_top_bar("Configuration")
|
||||
|
||||
local x_start = 10 local y_start = 40
|
||||
local x_start = 10
|
||||
local y_start = 40
|
||||
local x_value_right_align = Config.screen.width - 10
|
||||
local char_width = 4
|
||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||
@@ -29,22 +32,23 @@ function ConfigurationWindow.draw()
|
||||
local value = control.get()
|
||||
local label_text = control.label
|
||||
local value_text = string.format(control.format, value)
|
||||
|
||||
local value_x = x_value_right_align - (#value_text * char_width)
|
||||
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
Print.text("<", x_start -8, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
|
||||
Print.text(">", x_value_right_align + 4, current_y, color) else
|
||||
Print.text("<", x_start - 8, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
Print.text(value_text, value_x, current_y, color)
|
||||
Print.text(">", x_value_right_align + 4, current_y, color)
|
||||
else
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
Print.text(value_text, value_x, current_y, color)
|
||||
end
|
||||
elseif control.type == "decision_item" then
|
||||
elseif control.type == "action_item" then
|
||||
local label_text = control.label
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
Print.text("<", x_start -8, current_y, color)
|
||||
Print.text("<", x_start - 8, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
|
||||
else
|
||||
@@ -55,9 +59,10 @@ function ConfigurationWindow.draw()
|
||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
end
|
||||
|
||||
--- Updates configuration window logic.
|
||||
function ConfigurationWindow.update()
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
GameWindow.set_state("menu")
|
||||
return
|
||||
end
|
||||
|
||||
@@ -77,14 +82,16 @@ function ConfigurationWindow.update()
|
||||
if control then
|
||||
if control.type == "numeric_stepper" then
|
||||
local current_value = control.get()
|
||||
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
|
||||
if Input.left() then
|
||||
local new_value = math.max(control.min, current_value - control.step)
|
||||
control.set(new_value)
|
||||
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
|
||||
elseif Input.right() then
|
||||
local new_value = math.min(control.max, current_value + control.step)
|
||||
control.set(new_value)
|
||||
end
|
||||
elseif control.type == "decision_item" then
|
||||
elseif control.type == "action_item" then
|
||||
if Input.menu_confirm() then
|
||||
control.decision()
|
||||
control.action()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,69 +1,66 @@
|
||||
local _available_decisions = {}
|
||||
local _selected_decision_index = 1
|
||||
|
||||
--- Draws the game window.
|
||||
function GameWindow.draw()
|
||||
local screen = Context.screens[Context.current_screen]
|
||||
Map.draw(screen.background)
|
||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||
if screen.background then Map.draw(screen.background) end
|
||||
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 #available_decisions > 0 then
|
||||
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
|
||||
end
|
||||
if #_available_decisions > 0 then
|
||||
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
||||
end
|
||||
Sprite.draw()
|
||||
end
|
||||
|
||||
--- Updates the game window logic.
|
||||
function GameWindow.update()
|
||||
if Input.menu_back() then
|
||||
Context.active_window = WINDOW_MENU
|
||||
Window.set_current("menu")
|
||||
MenuWindow.refresh_menu_items()
|
||||
return
|
||||
end
|
||||
|
||||
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_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_decision_index = 1 end
|
||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||
screen.update()
|
||||
|
||||
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)
|
||||
-- Handle current situation updates
|
||||
if Context.game.current_situation then
|
||||
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
|
||||
if current_situation_obj and current_situation_obj.update then
|
||||
current_situation_obj.update()
|
||||
end
|
||||
end
|
||||
|
||||
if #available_decisions == 0 then return end
|
||||
-- Fetch and filter decisions locally
|
||||
local all_decisions_for_screen = Decision.get_for_screen(screen)
|
||||
_available_decisions = Decision.filter_available(all_decisions_for_screen)
|
||||
|
||||
if #_available_decisions == 0 then return end
|
||||
|
||||
if _selected_decision_index > #_available_decisions then
|
||||
_selected_decision_index = 1
|
||||
end
|
||||
|
||||
local new_selected_decision_index = UI.update_decision_selector(
|
||||
available_decisions,
|
||||
Context.selected_decision_index
|
||||
_available_decisions,
|
||||
_selected_decision_index
|
||||
)
|
||||
|
||||
if new_selected_decision_index ~= Context.selected_decision_index then
|
||||
Context.selected_decision_index = new_selected_decision_index
|
||||
if new_selected_decision_index ~= _selected_decision_index then
|
||||
_selected_decision_index = new_selected_decision_index
|
||||
end
|
||||
|
||||
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
|
||||
local selected_decision = _available_decisions[_selected_decision_index]
|
||||
if selected_decision and selected_decision.handle then
|
||||
Audio.sfx_select()
|
||||
selected_decision.handle()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Sets the active window.
|
||||
-- @param new_state string The ID of the new active window.
|
||||
function GameWindow.set_state(new_state)
|
||||
Context.active_window = new_state
|
||||
end
|
||||
Window.set_current(new_state)
|
||||
end
|
||||
|
||||
@@ -1,21 +1,38 @@
|
||||
IntroWindow.y = Config.screen.height
|
||||
IntroWindow.speed = 0.5
|
||||
IntroWindow.text = [[
|
||||
Norman Reds’ everyday life
|
||||
seems ordinary: work,
|
||||
meetings, coffee, and
|
||||
endless notifications.
|
||||
But beneath him, or around
|
||||
him — something is
|
||||
constantly building, and
|
||||
it soon becomes clear
|
||||
that there is more going
|
||||
on than meets the eye.
|
||||
]]
|
||||
|
||||
--- Draws the intro window.
|
||||
function IntroWindow.draw()
|
||||
local x = (Config.screen.width - 132) / 2
|
||||
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
||||
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
|
||||
end
|
||||
|
||||
--- Updates the intro window logic.
|
||||
function IntroWindow.update()
|
||||
Context.intro.y = Context.intro.y - Context.intro.speed
|
||||
IntroWindow.y = IntroWindow.y - IntroWindow.speed
|
||||
|
||||
local lines = 1
|
||||
for _ in string.gmatch(Context.intro.text, "\n") do
|
||||
for _ in string.gmatch(IntroWindow.text, "\n") do
|
||||
lines = lines + 1
|
||||
end
|
||||
|
||||
if Context.intro.y < -lines * 8 then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
if IntroWindow.y < -lines * 8 then
|
||||
Window.set_current("menu")
|
||||
end
|
||||
|
||||
if Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
Window.set_current("menu")
|
||||
end
|
||||
end
|
||||
43
inc/window/window.manager.lua
Normal file
43
inc/window/window.manager.lua
Normal file
@@ -0,0 +1,43 @@
|
||||
local _windows = {}
|
||||
|
||||
--- Registers a window table.
|
||||
-- @param id string The ID of the window (e.g., "splash", "menu").
|
||||
-- @param window_table table The actual window module table (e.g., SplashWindow).
|
||||
function Window.register(id, window_table)
|
||||
_windows[id] = window_table
|
||||
end
|
||||
|
||||
--- Retrieves a registered window table by its ID.
|
||||
-- @param id string The ID of the window.
|
||||
-- @return table The window module table.
|
||||
function Window.get(id)
|
||||
return _windows[id]
|
||||
end
|
||||
|
||||
--- Sets the currently active window.
|
||||
-- @param id string The ID of the window to activate.
|
||||
function Window.set_current(id)
|
||||
Context.current_window = id
|
||||
end
|
||||
|
||||
--- Gets the ID of the currently active window.
|
||||
-- @return string The ID of the active window.
|
||||
function Window.get_current_id()
|
||||
return Context.current_window
|
||||
end
|
||||
|
||||
--- Gets the handler function for the currently active window.
|
||||
-- This function is used by the main game loop to update and draw the active window.
|
||||
-- @return function A function that updates and draws the current window.
|
||||
function Window.get_current_handler()
|
||||
local window_table = Window.get(Context.current_window)
|
||||
if window_table and window_table.update and window_table.draw then
|
||||
return function()
|
||||
window_table.update()
|
||||
window_table.draw()
|
||||
end
|
||||
else
|
||||
-- Fallback handler for unregistered or incomplete windows
|
||||
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
|
||||
end
|
||||
end
|
||||
@@ -1,13 +1,17 @@
|
||||
local _menu_items = {}
|
||||
|
||||
--- Draws the menu window.
|
||||
function MenuWindow.draw()
|
||||
UI.draw_top_bar("Main Menu")
|
||||
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
|
||||
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
|
||||
end
|
||||
|
||||
--- Updates the menu window logic.
|
||||
function MenuWindow.update()
|
||||
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
|
||||
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||
local selected_item = _menu_items[Context.current_menu_item]
|
||||
if selected_item and selected_item.decision then
|
||||
Audio.sfx_select()
|
||||
selected_item.decision()
|
||||
@@ -15,46 +19,58 @@ function MenuWindow.update()
|
||||
end
|
||||
end
|
||||
|
||||
--- Starts a new game from the menu.
|
||||
function MenuWindow.new_game()
|
||||
Context.new_game() GameWindow.set_state(WINDOW_GAME)
|
||||
Context.new_game()
|
||||
GameWindow.set_state("game")
|
||||
end
|
||||
|
||||
--- Loads a game from the menu.
|
||||
function MenuWindow.load_game()
|
||||
Context.load_game() GameWindow.set_state(WINDOW_GAME)
|
||||
Context.load_game()
|
||||
GameWindow.set_state("game")
|
||||
end
|
||||
|
||||
--- Saves the current game from the menu.
|
||||
function MenuWindow.save_game()
|
||||
Context.save_game() end
|
||||
|
||||
function MenuWindow.resume_game()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
Context.save_game()
|
||||
end
|
||||
|
||||
--- Resumes the game from the menu.
|
||||
function MenuWindow.resume_game()
|
||||
GameWindow.set_state("game")
|
||||
end
|
||||
|
||||
--- Exits the game.
|
||||
function MenuWindow.exit()
|
||||
exit()
|
||||
end
|
||||
|
||||
--- Opens the configuration menu.
|
||||
function MenuWindow.configuration()
|
||||
ConfigurationWindow.init()
|
||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
||||
GameWindow.set_state("configuration")
|
||||
end
|
||||
|
||||
--- Opens the audio test menu.
|
||||
function MenuWindow.audio_test()
|
||||
AudioTestWindow.init()
|
||||
GameWindow.set_state(WINDOW_AUDIOTEST)
|
||||
GameWindow.set_state("audiotest")
|
||||
end
|
||||
|
||||
--- Refreshes menu items.
|
||||
function MenuWindow.refresh_menu_items()
|
||||
Context.menu_items = {}
|
||||
_menu_items = {}
|
||||
if Context.game_in_progress then
|
||||
table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
||||
table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
||||
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
||||
end
|
||||
|
||||
table.insert(Context.menu_items, {label = "New Game", 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})
|
||||
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
|
||||
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
|
||||
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
|
||||
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
||||
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
|
||||
|
||||
Context.selected_menu_item = 1 end
|
||||
Context.current_menu_item = 1
|
||||
end
|
||||
|
||||
@@ -1,10 +1,16 @@
|
||||
--- Initializes DDR minigame state.
|
||||
-- @param params table Optional parameters for configuration.
|
||||
function MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr = Minigames.configure_ddr(params)
|
||||
Context.minigame_ddr = Minigame.configure_ddr(params)
|
||||
end
|
||||
|
||||
--- Starts the DDR minigame.
|
||||
-- @param return_window string The window ID to return to after the minigame.
|
||||
-- @param[opt] song_key string The key of the song to play.
|
||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||
function MinigameDDRWindow.start(return_window, song_key, params)
|
||||
MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
|
||||
Context.minigame_ddr.return_window = return_window or "game"
|
||||
Context.minigame_ddr.debug_song_key = song_key
|
||||
if song_key and Songs and Songs[song_key] then
|
||||
Context.minigame_ddr.current_song = Songs[song_key]
|
||||
@@ -19,9 +25,10 @@ function MinigameDDRWindow.start(return_window, song_key, params)
|
||||
Context.minigame_ddr.debug_status = "Random mode"
|
||||
end
|
||||
end
|
||||
Context.active_window = WINDOW_MINIGAME_DDR
|
||||
Window.set_current("minigame_ddr")
|
||||
end
|
||||
|
||||
--- Spawns a random arrow.
|
||||
local function spawn_arrow()
|
||||
local mg = Context.minigame_ddr
|
||||
local target = mg.target_arrows[math.random(1, 4)]
|
||||
@@ -32,6 +39,8 @@ local function spawn_arrow()
|
||||
})
|
||||
end
|
||||
|
||||
--- Spawns an arrow in a specific direction.
|
||||
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
|
||||
local function spawn_arrow_dir(direction)
|
||||
local mg = Context.minigame_ddr
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
@@ -46,17 +55,28 @@ local function spawn_arrow_dir(direction)
|
||||
end
|
||||
end
|
||||
|
||||
--- Checks if an arrow is hit.
|
||||
-- @param arrow table The arrow data.
|
||||
-- @return boolean True if the arrow is hit, false otherwise.
|
||||
local function check_hit(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
local distance = math.abs(arrow.y - mg.target_y)
|
||||
return distance <= mg.hit_threshold
|
||||
end
|
||||
|
||||
--- Checks if an arrow is missed.
|
||||
-- @param arrow table The arrow data.
|
||||
-- @return boolean True if the arrow is missed, false otherwise.
|
||||
local function check_miss(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
return arrow.y > mg.target_y + mg.hit_threshold
|
||||
end
|
||||
|
||||
--- Draws an arrow.
|
||||
-- @param x number The x-coordinate.
|
||||
-- @param y number The y-coordinate.
|
||||
-- @param direction string The direction of the arrow.
|
||||
-- @param color number The color of the arrow.
|
||||
local function draw_arrow(x, y, direction, color)
|
||||
local size = 12
|
||||
local half = size / 2
|
||||
@@ -75,20 +95,21 @@ local function draw_arrow(x, y, direction, color)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates DDR minigame logic.
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
mg.frame_counter = mg.frame_counter + 1
|
||||
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
|
||||
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
end
|
||||
@@ -167,6 +188,7 @@ function MinigameDDRWindow.update()
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws DDR minigame.
|
||||
function MinigameDDRWindow.draw()
|
||||
local mg = Context.minigame_ddr
|
||||
if not mg then
|
||||
@@ -174,11 +196,11 @@ function MinigameDDRWindow.draw()
|
||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||
print("Press Z to return", 10, 20, 12)
|
||||
if Input.select() then
|
||||
Context.active_window = WINDOW_GAME
|
||||
Window.set_current("game")
|
||||
end
|
||||
return
|
||||
end
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
if mg.return_window == "game" then
|
||||
GameWindow.draw()
|
||||
end
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
@@ -1,13 +1,19 @@
|
||||
--- Initializes button mash minigame state.
|
||||
-- @param params table Optional parameters for configuration.
|
||||
function MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash = Minigames.configure_button_mash(params)
|
||||
Context.minigame_button_mash = Minigame.configure_button_mash(params)
|
||||
end
|
||||
|
||||
--- Starts the button mash minigame.
|
||||
-- @param return_window string The window ID to return to after the minigame.
|
||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||
function MinigameButtonMashWindow.start(return_window, params)
|
||||
MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
||||
Context.minigame_button_mash.return_window = return_window or "game"
|
||||
Window.set_current("minigame_button_mash")
|
||||
end
|
||||
|
||||
--- Updates button mash minigame logic.
|
||||
function MinigameButtonMashWindow.update()
|
||||
local mg = Context.minigame_button_mash
|
||||
if Input.select() then
|
||||
@@ -18,9 +24,9 @@ function MinigameButtonMashWindow.update()
|
||||
end
|
||||
end
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||
@@ -33,9 +39,10 @@ function MinigameButtonMashWindow.update()
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws button mash minigame.
|
||||
function MinigameButtonMashWindow.draw()
|
||||
local mg = Context.minigame_button_mash
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
if mg.return_window == "game" then
|
||||
GameWindow.draw()
|
||||
end
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
@@ -1,13 +1,19 @@
|
||||
--- Initializes rhythm minigame state.
|
||||
-- @param params table Optional parameters for configuration.
|
||||
function MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm = Minigames.configure_rhythm(params)
|
||||
Context.minigame_rhythm = Minigame.configure_rhythm(params)
|
||||
end
|
||||
|
||||
--- Starts the rhythm minigame.
|
||||
-- @param return_window string The window ID to return to after the minigame.
|
||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||
function MinigameRhythmWindow.start(return_window, params)
|
||||
MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
||||
Context.minigame_rhythm.return_window = return_window or "game"
|
||||
Window.set_current("minigame_rhythm")
|
||||
end
|
||||
|
||||
--- Updates rhythm minigame logic.
|
||||
function MinigameRhythmWindow.update()
|
||||
local mg = Context.minigame_rhythm
|
||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||
@@ -40,9 +46,9 @@ function MinigameRhythmWindow.update()
|
||||
end
|
||||
end
|
||||
if mg.score >= mg.max_score then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
if mg.button_pressed_timer > 0 then
|
||||
@@ -50,9 +56,10 @@ function MinigameRhythmWindow.update()
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws rhythm minigame.
|
||||
function MinigameRhythmWindow.draw()
|
||||
local mg = Context.minigame_rhythm
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
if mg.return_window == "game" then
|
||||
GameWindow.draw()
|
||||
end
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
@@ -5,21 +5,32 @@ local POPUP_HEIGHT = 80
|
||||
local TEXT_MARGIN_X = POPUP_X + 10
|
||||
local TEXT_MARGIN_Y = POPUP_Y + 10
|
||||
local LINE_HEIGHT = 8
|
||||
|
||||
--- Displays a popup window.
|
||||
-- @param content_strings table A table of strings to display in the popup.
|
||||
function PopupWindow.show(content_strings)
|
||||
Context.popup.show = true
|
||||
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
|
||||
Context.popup.content = content_strings or {}
|
||||
GameWindow.set_state("popup")
|
||||
end
|
||||
|
||||
--- Hides the popup window.
|
||||
function PopupWindow.hide()
|
||||
Context.popup.show = false
|
||||
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
|
||||
Context.popup.content = {}
|
||||
GameWindow.set_state("game")
|
||||
end
|
||||
|
||||
--- Updates popup window logic.
|
||||
function PopupWindow.update()
|
||||
if Context.popup.show then
|
||||
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
|
||||
if Input.menu_confirm() or Input.menu_back() then
|
||||
PopupWindow.hide()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws the popup window.
|
||||
function PopupWindow.draw()
|
||||
if Context.popup.show then
|
||||
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
||||
|
||||
29
inc/window/window.register.lua
Normal file
29
inc/window/window.register.lua
Normal file
@@ -0,0 +1,29 @@
|
||||
SplashWindow = {}
|
||||
Window.register("splash", SplashWindow)
|
||||
|
||||
IntroWindow = {}
|
||||
Window.register("intro", IntroWindow)
|
||||
|
||||
MenuWindow = {}
|
||||
Window.register("menu", MenuWindow)
|
||||
|
||||
GameWindow = {}
|
||||
Window.register("game", GameWindow)
|
||||
|
||||
PopupWindow = {}
|
||||
Window.register("popup", PopupWindow)
|
||||
|
||||
ConfigurationWindow = {}
|
||||
Window.register("configuration", ConfigurationWindow)
|
||||
|
||||
AudioTestWindow = {}
|
||||
Window.register("audiotest", AudioTestWindow)
|
||||
|
||||
MinigameButtonMashWindow = {}
|
||||
Window.register("minigame_button_mash", MinigameButtonMashWindow)
|
||||
|
||||
MinigameRhythmWindow = {}
|
||||
Window.register("minigame_rhythm", MinigameRhythmWindow)
|
||||
|
||||
MinigameDDRWindow = {}
|
||||
Window.register("minigame_ddr", MinigameDDRWindow)
|
||||
@@ -1,14 +1,14 @@
|
||||
--- Draws the splash window.
|
||||
function SplashWindow.draw()
|
||||
local txt = "Definitely not an Impostor"
|
||||
local w = #txt * 6
|
||||
local x = (240 - w) / 2
|
||||
local y = (136 - 6) / 2
|
||||
print(txt, x, y, 12)
|
||||
local y = (Config.screen.height - 6) / 2
|
||||
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
|
||||
end
|
||||
|
||||
--- Updates the splash window logic.
|
||||
function SplashWindow.update()
|
||||
Context.splash_timer = Context.splash_timer - 1
|
||||
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_INTRO)
|
||||
Window.set_current("intro")
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user