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Author SHA1 Message Date
272a54ea87 fix colors
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2026-02-22 21:32:24 +01:00
14b14ffc0c window.register.lua
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2026-02-22 21:26:59 +01:00
7e87a78a15 Merge pull request 'feature/context-refactoring' (#13) from feature/context-refactoring into master
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Reviewed-on: #13
2026-02-22 19:19:02 +00:00
62d4863a1a refact
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2026-02-22 20:18:40 +01:00
d9febf16e0 remove prular defitions
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2026-02-22 15:20:10 +01:00
6f5b17147c Merge pull request 'feature/docs' (#12) from feature/docs into master
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Reviewed-on: #12
2026-02-21 23:31:08 +00:00
76964f872d docs
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2026-02-22 00:30:12 +01:00
3b137fd48e docs make target 2026-02-21 23:44:03 +01:00
b7791fb9ce Merge pull request 'screen init, update, optional decision condition' (#11) from feature/screen-init-update into master
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Reviewed-on: #11
2026-02-21 22:35:23 +00:00
7e1dd28808 screen init, update, optional decision condition
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0b25ecc793 set window objects to global
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2026-02-21 23:18:42 +01:00
f08e4ad1d4 Merge pull request 'sprite handling' (#10) from feature/sprite-handling into master
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Reviewed-on: #10
2026-02-21 22:13:31 +00:00
47 changed files with 698 additions and 385 deletions

View File

@@ -11,9 +11,21 @@ globals = {
"Print",
"Input",
"Audio",
"Config",
"Context",
"Meters",
"Minigames",
"Meter",
"Minigame",
"Window",
"SplashWindow",
"IntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ConfigurationWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"mset",
"mget",
"btnp",

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@@ -55,7 +55,7 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
---
# Impostor Minigames Documentation
# Impostor Minigame Documentation
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
@@ -74,7 +74,7 @@ This document provides comprehensive documentation for all three minigames imple
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
- **Overlay rendering** - Minigames render over the current game window
- **Overlay rendering** - Minigame render over the current game window
- **Progress tracking** - Visual indicators show completion status
- **Return mechanism** - Automatic return to the calling window upon completion
- **Visual feedback** - Button presses and hits are visually indicated

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@@ -204,7 +204,22 @@ install_precommit_hook:
@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
docs: build
@echo "==> Checking for ldoc..."
@if ! command -v ldoc &> /dev/null; then \
echo "ldoc not found, attempting to install with luarocks..."; \
if command -v luarocks &> /dev/null; then \
luarocks install ldoc; \
else \
echo "Error: luarocks not found. Please install luarocks and then ldoc manually."; \
exit 1; \
fi; \
fi
@echo "==> Running ldoc..."
@ldoc ${OUTPUT} -d docs
@echo "==> Documentation generated."
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100

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@@ -1,10 +1,16 @@
meta/meta.header.lua
init/init.modules.lua
init/init.module.lua
init/init.config.lua
init/init.minigames.lua
init/init.meters.lua
init/init.minigame.lua
init/init.meter.lua
init/init.window.lua
init/init.context.lua
system/system.util.lua
init/init.windows.lua
system/system.print.lua
system/system.input.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.songs.lua
sprite/sprite.manager.lua
sprite/sprite.norman.lua
situation/situation.manager.lua
@@ -27,12 +33,8 @@ screen/screen.toilet.lua
screen/screen.walking_to_office.lua
screen/screen.office.lua
screen/screen.walking_to_home.lua
init/init.context.lua
data/data.songs.lua
system/system.print.lua
system/system.input.lua
system/system.audio.lua
system/system.ui.lua
window/window.manager.lua
window/window.register.lua
window/window.splash.lua
window/window.intro.lua
window/window.menu.lua

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@@ -1,14 +1,27 @@
--- Stops current music.
function Audio.music_stop() music() end
--- Plays main menu music.
function Audio.music_play_mainmenu() end
--- Plays waking up music.
function Audio.music_play_wakingup() end
--- Plays room morning music.
function Audio.music_play_room_morning() end
--- Plays room street 1 music.
function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
function Audio.music_play_room_street_2() end
--- Plays room music.
function Audio.music_play_room_() end
--- Plays room work music.
function Audio.music_play_room_work() end
--- Plays select sound effect.
function Audio.sfx_select() sfx(17, 'C-7', 30) end
--- Plays deselect sound effect.
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
--- Plays beep sound effect.
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
--- Plays success sound effect.
function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end

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@@ -107,8 +107,11 @@ Songs = {
}
}
-- Helper function to calculate frame from beat
-- Usage: frame_from_beat(beat_number, bpm, fps)
--- Converts beats to frames.
-- @param beat number The beat number.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
-- @return number The corresponding frame number.
function frame_from_beat(beat, bpm, fps)
fps = fps or 60
local seconds_per_beat = 60 / bpm
@@ -116,8 +119,11 @@ function frame_from_beat(beat, bpm, fps)
return math.floor(beat * frames_per_beat)
end
-- Helper function to convert simple beat notation to frame pattern
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
--- Converts beat notation to frame pattern.
-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
-- @return table The generated pattern.
function beats_to_pattern(beats, bpm, fps)
fps = fps or 60
local pattern = {}

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@@ -4,5 +4,4 @@ Decision.register({
handle = function()
Util.go_to_screen_by_id("home")
end,
condition = function() return true end
})

View File

@@ -4,5 +4,4 @@ Decision.register({
handle = function()
Util.go_to_screen_by_id("office")
end,
condition = function() return true end
})

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@@ -4,5 +4,4 @@ Decision.register({
handle = function()
Util.go_to_screen_by_id("toilet")
end,
condition = function() return true end
})

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@@ -4,5 +4,4 @@ Decision.register({
handle = function()
Util.go_to_screen_by_id("walking_to_home")
end,
condition = function() return true end
})

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@@ -4,5 +4,4 @@ Decision.register({
handle = function()
Util.go_to_screen_by_id("walking_to_office")
end,
condition = function() return true end
})

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@@ -2,7 +2,7 @@ Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
handle = function()
Situation.apply("drink_coffee")
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
Context.game.current_situation = new_situation_id
end,
condition = function() return true end
})

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@@ -1,5 +1,7 @@
local _decisions = {}
--- Registers a decision definition.
-- @param decision table The decision data table.
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
@@ -22,10 +24,46 @@ function Decision.register(decision)
_decisions[decision.id] = decision
end
--- Gets a decision by ID.
-- @param id string The ID of the decision.
-- @return table The decision table or nil.
function Decision.get(id)
return _decisions[id]
end
function Decision.get_all()
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all_registered()
return _decisions
end
--- Gets decision objects based on a screen's data.
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
-- @return table A table containing decision objects relevant to the screen.
function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then
return {}
end
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
end
return screen_decisions
end
--- Filters a list of decision objects based on their condition function.
-- @param decisions_list table A table of decision objects.
-- @return table A new table containing only the decisions for which condition() is true.
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and decision.condition() then
table.insert(available, decision)
end
end
return available
end

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@@ -1,6 +1,5 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
})

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@@ -1,6 +1,5 @@
Decision.register({
id = "play_ddr",
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,
})

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@@ -1,6 +1,5 @@
Decision.register({
id = "play_rhythm",
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,
})

View File

@@ -1,53 +1,54 @@
local DEFAULT_CONFIG = {
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
red = 2,
green = 6,
blue = 9,
white = 12,
item = 12,
meter_bg = 12
},
player = {
sprite_id = 1
},
timing = {
splash_duration = 120
}
}
Config = {}
local Config = {
screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player,
timing = DEFAULT_CONFIG.timing,
}
function Config.initial_data()
return {
screen = {
width = 240,
height = 136
},
colors = {
black = 2,
light_grey = 13,
dark_grey = 14,
red = 0,
green = 7,
blue = 9,
white = 12,
item = 12,
meter_bg = 12
},
timing = {
splash_duration = 120
}
}
end
--- 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()

View File

@@ -2,60 +2,34 @@ 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 = {},
current_situation = nil,
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
end
@@ -64,45 +38,30 @@ local function reset_context_to_initial_state()
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

View File

@@ -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

View File

@@ -1,5 +1,10 @@
Minigames = {}
-- Manages minigame configurations and initial states.
Minigame = {}
--- 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 +13,9 @@ 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 +54,9 @@ 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 +76,9 @@ 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 +105,23 @@ 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
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@@ -0,0 +1,13 @@
Window = {}
Util = {}
Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}

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@@ -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 = {}

0
inc/init/init.window.lua Normal file
View File

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@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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
end
return filtered_situations
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 _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

View File

@@ -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

View File

@@ -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
}
})

View File

@@ -7,11 +7,21 @@ 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

View File

@@ -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

View File

@@ -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)

View File

@@ -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
@@ -97,12 +129,13 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
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 +145,16 @@ 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 +162,10 @@ 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()

View File

@@ -1,14 +1,37 @@
--- Utility functions.
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
local all_decisions_for_screen = Decision.get_for_screen(screen)
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
Context.game.selected_decision_index = 1
screen.init() -- Initialize the new screen
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

View File

@@ -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 {
{
@@ -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)

View File

@@ -3,6 +3,7 @@ ConfigurationWindow = {
selected_control = 1,
}
--- Initializes configuration window.
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_decision_item(
@@ -16,6 +17,7 @@ function ConfigurationWindow.init()
}
end
--- Draws configuration window.
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
@@ -55,9 +57,10 @@ 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

View File

@@ -1,69 +1,62 @@
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
function GameWindow.draw()
local screen = Context.screens[Context.current_screen]
local screen = Screen.get_by_id(Context.game.current_screen)
Map.draw(screen.background)
UI.draw_top_bar(screen.name)
if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then
table.insert(available_decisions, decision)
end
end
if #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
Context.current_window = "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
local screen = Screen.get_by_id(Context.game.current_screen)
screen.update()
-- Handle situations (Context.game.current_situation is still present)
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
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
end
local screen = Context.screens[Context.current_screen]
if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then table.insert(available_decisions, decision)
end
end
-- 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 #_available_decisions == 0 then return end
local new_selected_decision_index = UI.update_decision_selector(
available_decisions,
Context.selected_decision_index
)
local new_selected_decision_index = UI.update_decision_selector(
_available_decisions,
_selected_decision_index
)
if new_selected_decision_index ~= Context.selected_decision_index then
Context.selected_decision_index = new_selected_decision_index
end
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
if Input.select() then
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 number The ID of the new active window.
function GameWindow.set_state(new_state)
Context.active_window = new_state
end
Context.current_window = new_state
end

View File

@@ -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
GameWindow.set_state("menu")
end
if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU)
GameWindow.set_state("menu")
end
end

View 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

View File

@@ -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 +19,55 @@ 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
--- Resumes the game from the menu.
function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_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

View File

@@ -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 number 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
Context.current_window = "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()
Context.current_window = 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()
Context.current_window = 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
Context.current_window = "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)

View File

@@ -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 number 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"
Context.current_window = "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()
Context.current_window = 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)

View File

@@ -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 number 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"
Context.current_window = "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()
Context.current_window = 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)

View File

@@ -5,14 +5,18 @@ 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()
@@ -20,6 +24,7 @@ function PopupWindow.update()
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)

View 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)

View File

@@ -1,3 +1,4 @@
--- Draws the splash window.
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local w = #txt * 6
@@ -6,9 +7,10 @@ function SplashWindow.draw()
print(txt, x, y, 12)
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)
GameWindow.set_state("intro")
end
end