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Author SHA1 Message Date
197cb9403b add tic & zip to gitignore
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2026-03-21 07:10:09 +01:00
9d6d2c2c6f Merge pull request 'feature/imp-99-add-discussions' (#44) from feature/imp-99-add-discussions into develop
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Reviewed-on: #44
2026-03-20 23:19:58 +00:00
Zoltan Timar
fb8ae157b6 fix: lint
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2026-03-21 00:18:52 +01:00
Zoltan Timar
803ddc482b Merge branch 'develop' into feature/imp-99-add-discussions
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2026-03-21 00:17:08 +01:00
Zoltan Timar
ed14a86997 fix: lint
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2026-03-21 00:16:38 +01:00
Zoltan Timar
9263a90961 fix: lint
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2026-03-21 00:15:18 +01:00
Zoltan Timar
05091c7af2 feat: added sumphore & coworker discussions until asc 3, fixed game flow bugs, added mysterious man screen texts
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2026-03-21 00:12:15 +01:00
Zoltan Timar
f79233521d fix: removed mm window, made it into screen
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2026-03-20 21:25:37 +01:00
mr.one
46d3ff2ebc - tools/musicator:\n - markov model generator and pattern generator operational\n- DDR sound generation in-progress
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2026-03-20 20:18:10 +01:00
Zoltan Timar
3e6fa41021 feat: added mm discussions
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2026-03-20 18:23:17 +01:00
d899a74411 set version to 1.0-beta1
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2026-03-20 15:33:00 +01:00
4c7d43fea3 set version to 1.0-alpha
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2026-03-20 15:30:39 +01:00
94563d32c0 Merge pull request 'test mode' (#42) from feature/test-mode into master
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Reviewed-on: #42
2026-03-20 06:25:24 +00:00
9da44700cb test mode
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2026-03-20 07:25:04 +01:00
b72875c42f Merge pull request 'success label border fix' (#41) from bugfix/success-label-border into master
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Reviewed-on: #41
2026-03-20 06:07:24 +00:00
6b4d47a438 success label border fix
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2026-03-20 07:06:52 +01:00
d916ddeeb5 Merge pull request 'feature/imp-97-ascension-meter' (#40) from feature/imp-97-ascension-meter into master
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Reviewed-on: #40
2026-03-19 17:27:41 +00:00
Zoltan Timar
ca883a15bd fix: unknown var
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2026-03-19 18:26:04 +01:00
Zoltan Timar
b4dcdaba58 feat: added ascension meter, done 0-1 asc logic, fixed mysterious man behaviours
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2026-03-19 18:22:06 +01:00
823c3313af Merge branch 'master' of https://git.teletype.hu/games/impostor
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2026-03-19 00:22:42 +01:00
47e41f4054 - added ddr test to main menu\n- tweaked sounds\n- musicator tool base code, needs samples 2026-03-19 00:21:48 +01:00
65e0f131c0 Merge pull request 'Adds the mysterious screen.' (#39) from feature/task98_mysterious_man into master
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Reviewed-on: #39
2026-03-18 21:36:21 +00:00
6a6d5ab1fe Try to fix the linter warnings.
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2026-03-18 22:32:01 +01:00
6807f7ae7f Fix the linter warnings again.
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2026-03-18 22:30:30 +01:00
c8d8999ba3 Fix the linter issue.
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2026-03-18 22:13:42 +01:00
c8073aff02 Adds the mysterious screen.
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2026-03-18 22:08:54 +01:00
0d7dcad54a Merge pull request 'feature/task100_co_workers' (#38) from feature/task100_co_workers into master
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Reviewed-on: #38
2026-03-18 11:04:41 +00:00
2034fbd9b0 Merge pull request 'screen exit handler' (#37) from screen-exit-handler into master
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Reviewed-on: #37
2026-03-17 22:33:50 +00:00
883ad5fcbf screen exit handler
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2026-03-17 23:33:13 +01:00
30c894c2f0 Merge pull request 'continue-window' (#36) from continue-window into master
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Reviewed-on: #36
2026-03-17 22:05:04 +00:00
eb30ac0b0b AsciiArt
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2026-03-17 23:04:33 +01:00
cd85a7214c continued window
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2026-03-17 22:12:45 +01:00
a00db92703 main title typo fix, remove glitch and end_game decision
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2026-03-17 21:53:47 +01:00
9c18812e95 Merge pull request 'ttg-logo' (#35) from ttg-logo into master
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Reviewed-on: #35
2026-03-17 00:04:11 +00:00
10b7dfd24b main menu tweaks
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2026-03-17 01:03:33 +01:00
4d8f01187b intro screens 2026-03-17 00:58:22 +01:00
56 changed files with 2402 additions and 304 deletions

2
.gitignore vendored
View File

@@ -4,3 +4,5 @@ impostor.original.lua
prompts prompts
docs docs
minify.lua minify.lua
*.tic
*.zip

View File

@@ -17,13 +17,17 @@ globals = {
"Print", "Print",
"Input", "Input",
"Audio", "Audio",
"AsciiArt",
"Ascension",
"Config", "Config",
"Context", "Context",
"Meter", "Meter",
"Minigame", "Minigame",
"Window", "Window",
"SplashWindow", "ContinuedWindow",
"IntroWindow", "TTGIntroWindow",
"BriefIntroWindow",
"TitleIntroWindow",
"MenuWindow", "MenuWindow",
"GameWindow", "GameWindow",
"PopupWindow", "PopupWindow",
@@ -32,7 +36,7 @@ globals = {
"MinigameButtonMashWindow", "MinigameButtonMashWindow",
"MinigameRhythmWindow", "MinigameRhythmWindow",
"MinigameDDRWindow", "MinigameDDRWindow",
"MysteriousManWindow", "MysteriousManScreen",
"DiscussionWindow", "DiscussionWindow",
"EndWindow", "EndWindow",
"mset", "mset",

View File

@@ -30,5 +30,5 @@
"files.associations": { "files.associations": {
"*.conf": "bitbake", "*.conf": "bitbake",
"*.inc": "bitbake" "*.inc": "bitbake"
} },
} }

9
.vscode/tasks.json vendored
View File

@@ -6,12 +6,17 @@
{ {
"label": "Run TIC80", "label": "Run TIC80",
"type": "shell", "type": "shell",
"command": "tic80 --fs=. impostor.lua" "command": "tic80 --fs=. impostor.lua",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
}, },
{ {
"label": "Build & Run TIC80", "label": "Build & Run TIC80",
"type": "shell", "type": "shell",
"command": "make build && tic80 --fs=. impostor.lua", "command": "make clean && make build && tic80 --fs=. impostor.lua",
"problemMatcher": [] "problemMatcher": []
}, },
{ {

View File

@@ -1,10 +1,12 @@
meta/meta.header.lua meta/meta.header.lua
init/init.module.lua init/init.module.lua
init/init.config.lua init/init.config.lua
init/init.ascension.lua
init/init.context.lua init/init.context.lua
system/system.util.lua system/system.util.lua
system/system.print.lua system/system.print.lua
system/system.input.lua system/system.input.lua
system/system.asciiart.lua
logic/logic.meter.lua logic/logic.meter.lua
logic/logic.focus.lua logic/logic.focus.lua
logic/logic.day.lua logic/logic.day.lua
@@ -46,8 +48,9 @@ decision/decision.go_to_end.lua
decision/decision.go_to_walking_to_home.lua decision/decision.go_to_walking_to_home.lua
decision/decision.go_to_sleep.lua decision/decision.go_to_sleep.lua
decision/decision.do_work.lua decision/decision.do_work.lua
decision/decision.start_discussion.lua decision/decision.sumphore_discussion.lua
discussion/discussion.sumphore.lua discussion/discussion.sumphore.lua
discussion/discussion.coworker.lua
map/map.manager.lua map/map.manager.lua
map/map.bedroom.lua map/map.bedroom.lua
map/map.street.lua map/map.street.lua
@@ -59,11 +62,13 @@ screen/screen.walking_to_office.lua
screen/screen.office.lua screen/screen.office.lua
screen/screen.walking_to_home.lua screen/screen.walking_to_home.lua
screen/screen.work.lua screen/screen.work.lua
screen/screen.mysterious_man.lua
window/window.manager.lua window/window.manager.lua
window/window.register.lua window/window.register.lua
window/window.end.lua window/window.end.lua
window/window.splash.lua window/window.intro.title.lua
window/window.intro.lua window/window.intro.ttg.lua
window/window.intro.brief.lua
window/window.menu.lua window/window.menu.lua
window/window.configuration.lua window/window.configuration.lua
window/window.audiotest.lua window/window.audiotest.lua
@@ -71,8 +76,8 @@ window/window.popup.lua
window/window.minigame.mash.lua window/window.minigame.mash.lua
window/window.minigame.rhythm.lua window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua window/window.minigame.ddr.lua
window/window.mysterious_man.lua
window/window.discussion.lua window/window.discussion.lua
window/window.continued.lua
window/window.game.lua window/window.game.lua
system/system.main.lua system/system.main.lua
meta/meta.assets.lua meta/meta.assets.lua

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@@ -0,0 +1,642 @@
{
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["C-6"] = 0.0037037037037037,
["D-4"] = 0.011111111111111,
["D-5"] = 0.018518518518519,
["E-4"] = 0.0074074074074074,
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["F-5"] = 0.0074074074074074,
["G-3"] = 0.0037037037037037,
["G-4"] = 0.022222222222222,
["G-5"] = 0.018518518518519
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["E-4"] = 0.041666666666667
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total = 24
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["E-4"] = 0.44444444444444,
["G-4"] = 0.44444444444444
},
total = 9
},
["F-4|D-4"] = {
next = {
["..."] = 1
},
total = 1
},
["F-4|E-4"] = {
next = {
["D-4"] = 1
},
total = 2
},
["F-4|F-4"] = {
next = {
["..."] = 1
},
total = 1
},
["F-4|G-4"] = {
next = {
["A-4"] = 1
},
total = 2
},
["F-5|..."] = {
next = {
["..."] = 0.2,
["A-5"] = 0.066666666666667,
["D-5"] = 0.2,
["E-5"] = 0.46666666666667,
["G-5"] = 0.066666666666667
},
total = 15
},
["F-5|A-5"] = {
next = {
["G-5"] = 1
},
total = 1
},
["F-5|D-5"] = {
next = {
["..."] = 1
},
total = 1
},
["F-5|E-5"] = {
next = {
["..."] = 0.5,
["D-5"] = 0.16666666666667,
["F-5"] = 0.16666666666667,
["G-5"] = 0.16666666666667
},
total = 6
},
["F-5|G-5"] = {
next = {
["..."] = 0.75,
["A-5"] = 0.25
},
total = 4
},
["G-3|..."] = {
next = {
["C-4"] = 0.5,
["D-4"] = 0.25,
["F-3"] = 0.25
},
total = 4
},
["G-3|G-5"] = {
next = {
["..."] = 0.5,
["G-3"] = 0.5
},
total = 2
},
["G-4|..."] = {
next = {
["..."] = 0.090909090909091,
["A-4"] = 0.090909090909091,
["C-4"] = 0.045454545454545,
["C-5"] = 0.18181818181818,
["D-5"] = 0.045454545454545,
["E-4"] = 0.22727272727273,
["E-5"] = 0.045454545454545,
["F-4"] = 0.27272727272727
},
total = 22
},
["G-4|A-4"] = {
next = {
["B-4"] = 1
},
total = 2
},
["G-4|E-4"] = {
next = {
["..."] = 1
},
total = 1
},
["G-4|F-4"] = {
next = {
["E-4"] = 1
},
total = 2
},
["G-5|..."] = {
next = {
["..."] = 0.35,
["A-5"] = 0.05,
["B-5"] = 0.05,
["C-5"] = 0.05,
["D-4"] = 0.05,
["E-5"] = 0.25,
["F-5"] = 0.2
},
total = 20
},
["G-5|A-5"] = {
next = {
["..."] = 0.5,
["G-5"] = 0.5
},
total = 4
},
["G-5|E-5"] = {
next = {
["..."] = 1
},
total = 1
},
["G-5|F-5"] = {
next = {
["A-5"] = 1
},
total = 1
},
["G-5|G-3"] = {
next = {
["G-5"] = 1
},
total = 1
},
["G-6|..."] = {
next = {
["D-6"] = 1
},
total = 1
}
},
order = 2
}

View File

@@ -162,3 +162,40 @@ Songs.custom_song = {
}, 130) }, 130)
} }
]] ]]
--[[
function generate_sequence(model_data, length)
local order = model.order
local model_data = model_data.model
local model_keys = {}
for k,_ in pairs(model) do
model_keys[#model_keys + 1] = k
end
local start_key = model_keys[math.ceil(math.random() * #model_keys)]
local seq = unmake_key(start_key)
while #seq < length do
local current_key = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
local chosen = "..."
local key_data = model[current_key]
if key_data then
local r = math.random()
local prob_sum = 0.0
for new_note, new_prob in pairs(key_data.next) do
prob_sum = prob_sum + new_prob
if prob_sum < r then
chosen = new_note
end
end
end
seq[#seq+1] = chosen
end
return seq
end
]]

View File

@@ -6,9 +6,14 @@ Decision.register({
Util.go_to_screen_by_id("work") Util.go_to_screen_by_id("work")
MinigameDDRWindow.start("game", nil, { MinigameDDRWindow.start("game", nil, {
on_win = function() on_win = function()
if (Context.minigame_ddr.special_condition_met and Context.ascension.level == 1) then
Context.should_ascend = true
Context.minigame_ddr.special_condition_met = false
end
Meter.show() Meter.show()
Util.go_to_screen_by_id("office") Util.go_to_screen_by_id("office")
Window.set_current("game") Window.set_current("game")
Context.have_done_work_today = true
end, end,
}) })
end, end,

View File

@@ -1,6 +1,9 @@
Decision.register({ Decision.register({
id = "go_to_end", id = "go_to_end",
label = "Break the cycle", label = "Break the cycle",
condition = function()
return Ascension.is_complete()
end,
handle = function() handle = function()
Window.set_current("end") Window.set_current("end")
end, end,

View File

@@ -1,6 +1,9 @@
Decision.register({ Decision.register({
id = "go_to_home", id = "go_to_home",
label = "Go to Home", label = "Go to Home",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function() handle = function()
Util.go_to_screen_by_id("home") Util.go_to_screen_by_id("home")
end, end,

View File

@@ -2,7 +2,6 @@ Decision.register({
id = "go_to_office", id = "go_to_office",
label = "Go to Office", label = "Go to Office",
handle = function() handle = function()
Glitch.show()
Util.go_to_screen_by_id("office") Util.go_to_screen_by_id("office")
end, end,
}) })

View File

@@ -1,6 +1,9 @@
Decision.register({ Decision.register({
id = "go_to_sleep", id = "go_to_sleep",
label = "Go to Sleep", label = "Go to Sleep",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function() handle = function()
Meter.hide() Meter.hide()
Day.increase() Day.increase()
@@ -9,7 +12,12 @@ Decision.register({
focus_center_y = (Config.screen.height / 2) - 18, focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0, focus_initial_radius = 0,
on_win = function() on_win = function()
MysteriousManWindow.start() local ascended = Ascension.consume_increase()
local level = Ascension.get_level()
MysteriousManScreen.start({
skip_text = not ascended,
text = ascended and MysteriousManScreen.get_text_for_level(level) or nil,
})
end, end,
}) })
end, end,

View File

@@ -3,6 +3,14 @@ Decision.register({
label = "Have a Coffee", label = "Have a Coffee",
handle = function() handle = function()
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen) local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
local level = Ascension.get_level()
local disc_id = "coworker_disc_0"
-- TODO: Add more discussions for levels above 3
if level >= 1 and level <= 3 then
local suffix = Context.have_done_work_today and ("_asc_" .. level) or ("_" .. level)
disc_id = "coworker_disc" .. suffix
end
Discussion.start(disc_id, "game")
Context.game.current_situation = new_situation_id Context.game.current_situation = new_situation_id
end, end,
}) })

View File

@@ -1,18 +0,0 @@
Decision.register({
id = "start_discussion",
label = function()
if Context.day_count >= 3 then
return "Talk to Sumphore"
end
return "Talk to the homeless guy"
end,
handle = function()
if Context.day_count < 3 then
Discussion.start("homeless_guy", "game")
end
if Context.day_count >= 3 then
Discussion.start("sumphore_day_3", "game")
return
end
end,
})

View File

@@ -0,0 +1,23 @@
Decision.register({
id = "sumphore_discussion",
label = function()
if Context.have_met_sumphore then
return "Talk to Sumphore"
end
return "Talk to the homeless guy"
end,
handle = function()
if not Context.have_met_sumphore then
Discussion.start("homeless_guy", "game")
return
end
local level = Ascension.get_level()
-- TODO: Add more discussions for levels above 3
if level >= 1 and level <= 3 then
Discussion.start("sumphore_disc_asc_" .. level, "game")
else
Discussion.start("homeless_guy", "game", 4)
end
end,
})

View File

@@ -0,0 +1,137 @@
Discussion.register({
id = "coworker_disc_0",
steps = {
{
question = "Good morning Normal, enjoying your coffee as usual, huh?",
answers = {
{ label = "The name is Norman, not Normal", next_step = 2 },
},
},
{
question = "Can't work without some good coffee, no? ",
answers = {
{ label = "Mhmm", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_1",
steps = {
{
question = "Norman, you look confused, what's up?",
answers = {
{ label = "Just some bugs I noticed", next_step = 2 },
},
},
{
question = "Your coffee also seems whiter than usual!",
answers = {
{ label = "I feel like latte today", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_asc_1",
steps = {
{
question = "Normann you look weird and unfocused. You are usually locked in and not like this, what's up?",
answers = {
{ label = "Nothing it's just, I noticed some bugs in the simulation, maybe.", next_step = 2 },
},
},
{
question = "Are you fixing bugs nobody noticed before?",
answers = {
{ label = "Maybe", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_2",
steps = {
{
question = "Hey Norman, do you have new socks on? That's a weird color!",
answers = {
{ label = "Huh? True ...", next_step = 2 },
},
},
{
question = "You look strange today, Normal, you put your tie on backwards, is everything ok? ",
answers = {
{ label = "Get it right, Norman ... NORMAN!", next_step = 3 },
},
},
{
question = "Yo Normann, text goes from left to right, not right to left, these parts!",
answers = {
{ label = "Uhm...why?", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_asc_2",
steps = {
{
question = "Normann, are you ok? You were doing weird things while typing?",
answers = {
{ label = "Naw", next_step = 2 },
},
},
{
question = "Oh, it's ok, I'm not wathcing you. Noone really is. *giggle*",
answers = {
{ label = "Huh ?", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_3",
steps = {
{
question = "You look so happy, did you catch a bull or something?",
answers = {
{ label = "What do you mean?", next_step = 2 },
},
},
{
question = "Most people catch colds! You are so strange!",
answers = {
{ label = "An apple a day keeps the cold away", next_step = 3 },
},
},
{
question = "You look like you don't really want to work today, are you ok?",
answers = {
{ label = "Oh brother", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_3",
steps = {
{
question = "Normal, you should take a break, you don't live up to your name today",
answers = {
{ label = "Norman is the name ...", next_step = 2 },
},
},
{
question = "You aren't as enthusiastic as you were before!",
answers = {
{ label = "Burnout comes for everyone", next_step = nil },
},
},
},
})

View File

@@ -1,5 +1,5 @@
Discussion.register({ Discussion.register({
id = "sumphore_day_3", id = "sumphore_disc_asc_1",
steps = { steps = {
{ {
question = "Are you still seeking the ox?", question = "Are you still seeking the ox?",
@@ -17,6 +17,74 @@ Discussion.register({
}, },
}) })
Discussion.register({
id = "sumphore_disc_asc_2",
steps = {
{
question = "How's work? Your face looks strange",
answers = {
{ label = "I just really need to take a break.", next_step = 2 },
{ label = "Not sure what you mean.", next_step = nil },
},
},
{
question = "Are you seeing things?",
answers = {
{ label = "How did you know ?", next_step = 3 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "Come have a drink, I could tell you some stories.",
answers = {
{ label = "No, drink makes you stupid and I need to be in top shape.", next_step = 4, on_select = function()
Meter.add("ism", 10)
end },
{ label = "I could use a drink.", next_step = nil, on_select = function()
Meter.add("bm", 10)
end },
},
},
{
question = "Always trying to do the right thing, huh? What if you did the left thing instead?",
answers = {
{ label = "I've never thought of that up till now.", next_step = nil, on_select = function()
Meter.add("ism", 5)
end },
{ label = "Silly wordgames, I like them.", next_step = nil, on_select = function()
Meter.add("wpm", 10)
end },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_3",
steps = {
{
question = "Do you think it's work you're doing?",
answers = {
{ label = "... that sounds like it's from a movie.", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "You might just be trying too hard, why dont you just flow for a while?",
answers = {
{ label = "Flow where ?", next_step = 3 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "Flow carelessly, without any effort",
answers = {
{ label = "Consuming sth other than alcohol ?", next_step = nil },
{ label = "Deja vu", next_step = nil },
},
},
},
})
Discussion.register({ Discussion.register({
id = "homeless_guy", id = "homeless_guy",
@@ -46,7 +114,9 @@ Discussion.register({
{ {
question = "My name is Sumphore, nice to meet you.", question = "My name is Sumphore, nice to meet you.",
answers = { answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5 }, { label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
Context.have_met_sumphore = true
end },
}, },
}, },
{ {

169
inc/init/init.ascension.lua Normal file
View File

@@ -0,0 +1,169 @@
--- @section Ascension
local ASCENSION_MAX_LEVEL = 9
local ASCENSION_WORD = "ASCENSION"
local _increased_this_cycle = false
local _flash_active = false
local _flash_timer = 0
local _flash_total = 0
local FLASH_DURATION = 120
local _fade_active = false
local _fade_timer = 0
local FADE_DURATION = 120
local FADE_COLORS = nil
--- Gets initial ascension state.
--- @within Ascension
--- @return result table Initial ascension state. </br>
--- Fields: </br>
--- * level (number) Current ascension level (0-9).
function Ascension.get_initial()
_increased_this_cycle = false
return {
level = 0,
}
end
--- Gets the current ascension level.
--- @within Ascension
--- @return number The current ascension level (0-9).
function Ascension.get_level()
if not Context or not Context.ascension then return 0 end
return Context.ascension.level
end
--- Gets the maximum ascension level.
--- @within Ascension
--- @return number The maximum ascension level.
function Ascension.get_max_level()
return ASCENSION_MAX_LEVEL
end
--- Increases the ascension level by 1, clamped to the max.
--- @within Ascension
function Ascension.increase()
if not Context or not Context.ascension then return end
Context.ascension.level = math.min(ASCENSION_MAX_LEVEL, Context.ascension.level + 1)
_increased_this_cycle = true
end
--- Returns true if ascension was incremented since the last consume call.
--- @within Ascension
--- @return boolean Whether ascension increased this cycle.
function Ascension.did_increase()
return _increased_this_cycle
end
--- Consumes the increase flag, returning its value and resetting it.
--- @within Ascension
--- @return boolean Whether ascension had increased this cycle.
function Ascension.consume_increase()
local result = _increased_this_cycle
_increased_this_cycle = false
return result
end
--- Returns true when the ascension meter is fully complete (level 10).
--- @within Ascension
--- @return boolean Whether the cycle can be broken.
function Ascension.is_complete()
return Ascension.get_level() >= ASCENSION_MAX_LEVEL
end
--- Draws the ascension meter as individual letters of "ASCENSION".
--- Each letter lights up per level. Drawn beneath existing meter bars.
--- @within Ascension
--- @param x number Left x position.
--- @param y number Top y position.
--- @param options table Optional overrides: lit_color, dim_color, spacing.
function Ascension.draw(x, y, options)
if not Context or not Context.ascension then return end
options = options or {}
local level = Context.ascension.level
if level < 1 then return end
local lit_color = options.lit_color or Config.colors.white
local spacing = options.spacing or 5
for i = 1, level do
local ch = ASCENSION_WORD:sub(i, i)
local color
if i == level and _fade_active then
color = Ascension.get_fade_color()
else
color = lit_color
end
print(ch, x + (i - 1) * spacing, y, color, false, 1, true)
end
end
--- Returns the current fade-in color based on progress through the palette.
--- @within Ascension
--- @return number The palette color index for the current fade step.
function Ascension.get_fade_color()
if not FADE_COLORS then
FADE_COLORS = {
Config.colors.black,
Config.colors.dark_grey,
Config.colors.light_grey,
Config.colors.white,
}
end
if not _fade_active then return Config.colors.white end
local progress = math.min(_fade_timer / FADE_DURATION, 1)
local idx = math.floor(progress * (#FADE_COLORS - 1)) + 1
return FADE_COLORS[idx]
end
--- Starts the fade-in effect for the most recently gained letter.
--- @within Ascension
function Ascension.start_fade()
_fade_active = true
_fade_timer = 0
end
--- Starts the ascension flash effect.
--- @within Ascension
function Ascension.start_flash()
_flash_active = true
_flash_timer = 0
_flash_total = FLASH_DURATION
end
--- Updates and draws the ascension flash overlay.
--- Call once per frame from the main loop.
--- @within Ascension
function Ascension.draw_flash()
if not _flash_active then return end
_flash_timer = _flash_timer + 1
local sw = Config.screen.width
local sh = Config.screen.height
local progress = _flash_timer / FLASH_DURATION
local pulse = math.abs(math.sin(progress * math.pi * 6))
local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
rect(0, 0, sw, sh, flash_color)
if _flash_timer >= _flash_total then
_flash_active = false
Ascension.start_fade()
end
end
--- Updates the fade-in timer. Call once per frame from the main loop.
--- @within Ascension
function Ascension.update_fade()
if not _fade_active then return end
_fade_timer = _fade_timer + 1
if _fade_timer >= FADE_DURATION then
_fade_active = false
end
end
--- Returns whether a flash effect is currently active.
--- @within Ascension
--- @return boolean Whether the flash is playing.
function Ascension.is_flashing()
return _flash_active
end

View File

@@ -20,7 +20,6 @@ function Config.initial_data()
meter_bg = 1 meter_bg = 1
}, },
timing = { timing = {
splash_duration = 120,
minigame_win_duration = 180 minigame_win_duration = 180
} }
} }
@@ -37,21 +36,19 @@ end
local CONFIG_SAVE_BANK = 7 local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration. --- Saves the current configuration.
--- @within Config --- @within Config
function Config.save() function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end end
--- Loads saved configuration. --- Loads saved configuration.
--- @within Config --- @within Config
function Config.load() function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK) return
else else
Config.reset() Config.reset()
end end

View File

@@ -11,20 +11,23 @@ Context = {}
--- @return result table Initial context data or nil. </br> --- @return result table Initial context data or nil. </br>
--- Fields: </br> --- Fields: </br>
--- * current_menu_item (number) Index of the currently selected menu item.<br/> --- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
--- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/> --- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
--- * game_in_progress (boolean) Whether a game is currently active.<br/> --- * game_in_progress (boolean) Whether a game is currently active.<br/>
--- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/> --- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/> --- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/> --- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/> --- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/> --- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/> --- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
--- * have_been_to_office (boolean) Whether the player has been to the office.<br/>
--- * have_done_work_today (boolean) Whether the player has done work today.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/> --- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data() function Context.initial_data()
return { return {
current_menu_item = 1, current_menu_item = 1,
splash_timer = Config.timing.splash_duration, test_mode = false,
popup = { popup = {
show = false, show = false,
content = {} content = {}
@@ -35,9 +38,14 @@ function Context.initial_data()
minigame_button_mash = {}, minigame_button_mash = {},
minigame_rhythm = {}, minigame_rhythm = {},
meters = Meter.get_initial(), meters = Meter.get_initial(),
ascension = Ascension.get_initial(),
timer = Timer.get_initial(), timer = Timer.get_initial(),
triggers = {}, triggers = {},
home_norman_visible = false, home_norman_visible = false,
have_been_to_office = false,
have_done_work_today = false,
should_ascend = false,
have_met_sumphore = false,
game = { game = {
current_screen = "home", current_screen = "home",
current_situation = nil, current_situation = nil,
@@ -87,13 +95,19 @@ function Context.new_game()
Context.game_in_progress = true Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init() Screen.get_by_id(Context.game.current_screen).init()
MysteriousManWindow.start({ MysteriousManScreen.start({
text = [[ text = [[
Norman was never a bad Norman was never a bad
simulation engineer, but ...
we need to be careful in simulation engineer,
letting him improve. We ...
need to distract him. but
...
we need to be careful
...
letting him improve.
...
We need to distract him.
]], ]],
on_text_complete = function() on_text_complete = function()
Audio.sfx_alarm() Audio.sfx_alarm()
@@ -108,7 +122,6 @@ function Context.new_game()
show_progress_text = false, show_progress_text = false,
on_win = function() on_win = function()
Audio.music_play_wakingup() Audio.music_play_wakingup()
Context.home_norman_visible = true
Meter.show() Meter.show()
Window.set_current("game") Window.set_current("game")
end, end,

View File

@@ -16,3 +16,6 @@ Day = {}
Timer = {} Timer = {}
Trigger = {} Trigger = {}
Discussion = {} Discussion = {}
AsciiArt = {}
Ascension = {}
MysteriousManScreen = {}

View File

@@ -5,6 +5,9 @@ local _day_increase_handlers = {}
--- @within Day --- @within Day
function Day.increase() function Day.increase()
Context.day_count = Context.day_count + 1 Context.day_count = Context.day_count + 1
if Context.day_count == 3 then
Context.should_ascend = true
end
for _, handler in ipairs(_day_increase_handlers) do for _, handler in ipairs(_day_increase_handlers) do
handler() handler()
end end
@@ -23,3 +26,10 @@ Day.register_handler(function()
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY) m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY) m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
end) end)
Day.register_handler(function()
if Context.should_ascend then
Ascension.increase()
end
Context.should_ascend = false
end)

View File

@@ -37,15 +37,18 @@ end
--- @within Discussion --- @within Discussion
--- @param id string The discussion ID to start. --- @param id string The discussion ID to start.
--- @param return_window string The window ID to return to after the discussion. --- @param return_window string The window ID to return to after the discussion.
function Discussion.start(id, return_window) --- @param[opt] start_step number The step index to start from (defaults to 1).
function Discussion.start(id, return_window, start_step)
local discussion = _discussions[id] local discussion = _discussions[id]
if not discussion then if not discussion then
trace("Error: Discussion not found: " .. tostring(id)) trace("Error: Discussion not found: " .. tostring(id))
return return
end end
local step = start_step or 1
if not discussion.steps[step] then step = 1 end
Context.discussion.active = true Context.discussion.active = true
Context.discussion.id = id Context.discussion.id = id
Context.discussion.step = 1 Context.discussion.step = step
Context.discussion.selected_answer = 1 Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0 Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0 Context.discussion.scroll_timer = 0

View File

@@ -152,4 +152,7 @@ function Meter.draw()
end end
print(meter.label, label_x, label_y, meter.color, false, 1, true) print(meter.label, label_x, label_y, meter.color, false, 1, true)
end end
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x, ascension_y, { spacing = 5 })
end end

View File

@@ -5,7 +5,7 @@
--- @within Minigame --- @within Minigame
function Minigame.draw_win_overlay() function Minigame.draw_win_overlay()
local text = "SUCCESS" local text = "SUCCESS"
local tw = #text * 4 local tw = #text * 6
local th = 6 local th = 6
local padding = 4 local padding = 4
local box_w = tw + padding * 2 local box_w = tw + padding * 2

View File

@@ -30,7 +30,6 @@ function Timer.update()
if not in_minigame then if not in_minigame then
t.progress = t.progress + (1 / timer_duration) t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then if t.progress >= 1 then
Day.increase()
t.progress = t.progress - 1 t.progress = t.progress - 1
end end
end end

View File

@@ -397,13 +397,13 @@
-- </MAP> -- </MAP>
-- <SFX> -- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900 -- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000 -- 016:00000000000000400040004000700070007000400040004000700070007000c000c000c000c000c000c000c000c000c000c000c000c000c000c000c0470000000000
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000 -- 017:000000000000000000000000006000600060006000600060106020c030c050c060c080c0a0c0b0c0c0c0c0c0d0c0d0c0e0c0f0c0f0c0f0c0f0c0f0c0400000000000
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000 -- 018:00c000c000c000c000c000c0006000600060006000600060200030005000600080009000a000b000c000d000d000e000e000e000f000f000f000f000500000000000
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000 -- 019:0000000000000000000000d010d010d020d030d050d070d090d0b0d0c0d0e0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0500000000000
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000 -- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000 -- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130580000000000
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800 -- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100400000000800
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004 -- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00 -- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00 -- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
@@ -433,10 +433,10 @@
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000 -- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000 -- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000 -- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:40088d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000 -- 004:49998d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000 -- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- </PATTERNS> -- </PATTERNS>
-- <TRACKS> -- <TRACKS>
-- 000:100001200001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 -- 000:1000012000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ff
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 -- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS> -- </TRACKS>

View File

@@ -4,5 +4,5 @@
-- desc: Life of a programmer -- desc: Life of a programmer
-- site: https://git.teletype.hu/games/impostor -- site: https://git.teletype.hu/games/impostor
-- license: MIT License -- license: MIT License
-- version: 0.8 -- version: 1.0-beta1
-- script: lua -- script: lua

View File

@@ -21,6 +21,9 @@ function Screen.register(screen_data)
end end
if not screen_data.init then if not screen_data.init then
screen_data.init = function() end screen_data.init = function() end
end
if not screen_data.exit then
screen_data.exit = function() end
end end
if not screen_data.update then if not screen_data.update then
screen_data.update = function() end screen_data.update = function() end

View File

@@ -0,0 +1,264 @@
--- @section MysteriousManScreen
local STATE_TEXT = "text"
local STATE_DAY = "day"
local STATE_CHOICE = "choice"
local ASC_01_TEXT = [[
Normann seems to be in line,
...
and stays seeking for oxes
...
within the confines.
...
Very good.
]]
local ASC_12_TEXT = [[
We have a problem!
...
Normann formed his first thought.
...
He saw the tracks.
]]
local ASC_23_TEXT = [[
Not good, not terrible.
...
Normann caught his glimpse
...
of another way
...
- quite literally -
...
if this continues,
...
we will lose control.
]]
local ASC_34_TEXT = [[
There is no turning back now for Norman.
...
He caught on.
...
I hoped it would never come to this...
]]
--[[ Norman speaks for the first time during MM screen ]]
local ASC_45_TEXT = [[
Wait, who are you?
...
*silence*
...
Why am I seeing this?
...
*silence*
...
]]
local ascension_texts = {
[1] = ASC_01_TEXT,
[2] = ASC_12_TEXT,
[3] = ASC_23_TEXT,
[4] = ASC_34_TEXT,
[5] = ASC_45_TEXT,
}
function MysteriousManScreen.get_text_for_level(level)
return ascension_texts[level] or ASC_01_TEXT
end
local state = STATE_TEXT
local text_y = Config.screen.height
local text_speed = 0.2
local day_timer = 0
local day_display_frames = 120
local text_done = false
local text_done_timer = 0
local TEXT_DONE_HOLD_FRAMES = 120
local selected_choice = 1
local text = ASC_01_TEXT
local day_text_override = nil
local on_text_complete = nil
local show_mysterious_screen = true
local trigger_flash_on_wake = false
local function draw_mysterious_man_background()
local img_values = {0,1,0,1,0,1,0,1,0,1,0,1,2,1,4,1,0,2,4,1,0,2,4,1,0,2,4,1,0,2,4,1,0,2,4,2,1,4,2,1,4,1,0,2,4,1,0,1,4,2,1,2,1,0,1,2,4,1,0,2,4,2,1,0,1,2,1,2,1,0,1,4,1,0,2,4,2,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,4,1,0,2,4,2,0,1,2,4,1,0,2,4,1,0,1,0,4,1,0,2,4,0,1,0,1,0,1,0,4,1,0,2,4,0,1,4,1,0,2,4,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,4,1,0,2,4,1,0,1,0,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,1,2,1,0,1,4,1,0,2,4,2,1,0,1,2,4,1,0,2,4,2,1,0,1,2,4,1,0,2,4,1,2,0,1,0,1,0,1,2,1,2,1,0,2,4,1,0,2,4,0,1,0,1,2,1,0,1,0,2,4,1,0,2,4,2,1,0,1,0,1,4,1,0,2,4,2,1,0,1,0,2,4,2,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,2,1,0,1,0,2,0,1,4,1,0,2,4,1,0,1,0,1,2,0,1,4,1,0,2,4,2,1,0,1,0,1,4,1,0,2,4,2,1,0,2,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,0,1,0,1,0,1,0,1,4,1,0,2,4,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,2,4,1,0,2,4,2,1,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,0,1,4,1,0,2,4,2,4,1,0,1,0,1,0,1,0,1,0,1,2,1,4,2,4,1,0,2,4,2,1,0,1,0,1,0,1,0,1,0,1,2,1,4,2,4,1,0,2,4,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,4,1,0,2,4,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,2,1,4,1,0,2,4,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,2,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,2,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,2,0,1,0,1,0,4,1,0,2,4,0,1,0,1,0,2,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,2,0,1,4,1,0,2,4,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,2,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,2,4,1,0,2,4,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,2,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,2,4,1,0,2,4,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,2,4,1,0,2,4,2,0,1,0,1,4,1,0,2,4,2,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,0,1,0,1,4,2,1,0,1,2,1,2,1,0,1,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,0,1,2,0,1,0,2,1,0,1,2,0,1,0,2,0,1,0,1,0,1,2,0,1,0,1,0,1,0,2,0,1,0,1,0,1,0,2,0,1,0,1,0,2,1,0,1,0,1,2,0,1,0,2,0,2,1,0,1,2,0,2,1,0,1,0,1,2,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,0,2,1,0,1,0,1,0,1,0,1,0,2,1,0,1,2,0,1,0,1,2,1,0,1,0,1,0,1,0,2,1,0,2,0,1,0,1,0,2,0,1,0,1,0,2,0,1,0,2,0,1,0,1,0,2,1,0,1,2,0,1,0,1,0,1,0,1,0,2,0,1,0,2,0,1,0,2,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0}
local img_runs = {1480,1,151,1,87,1,1,150,1,1,86,1,2,148,1,2,87,2,148,2,88,2,148,2,88,2,148,2,88,2,148,2,88,2,70,1,2,9,1,2,63,2,88,2,69,1,2,3,5,1,1,1,1,1,1,1,61,2,88,2,68,1,1,3,1,2,1,3,2,3,2,61,2,88,2,68,1,6,1,4,1,5,1,1,60,2,88,2,67,1,1,17,2,60,2,88,2,67,1,19,1,1,59,2,88,2,67,1,19,1,1,59,2,88,2,67,4,1,11,1,1,1,3,59,2,88,2,67,21,1,59,2,88,2,67,21,1,59,2,88,2,66,1,21,2,58,2,88,2,66,1,21,1,1,58,2,88,2,66,4,17,2,1,58,2,88,2,65,2,5,1,15,2,58,2,88,2,63,1,1,2,22,4,55,2,88,2,57,2,2,34,2,2,49,2,88,2,55,1,2,39,3,1,47,2,88,2,55,5,1,3,2,2,1,25,1,1,1,1,1,1,1,47,2,88,2,57,1,2,1,29,1,4,1,1,1,1,49,2,88,2,59,1,2,8,15,9,2,52,2,88,2,62,2,1,1,1,24,1,1,1,54,2,88,2,66,1,22,1,58,2,88,2,66,1,21,1,59,2,88,2,66,2,20,1,59,2,88,2,65,3,20,2,58,2,88,2,63,2,2,1,20,1,1,2,56,2,88,2,61,2,4,1,20,1,2,2,55,2,88,2,59,1,1,6,1,19,1,4,2,54,2,88,2,58,2,7,2,17,1,1,6,2,52,3,87,2,56,1,2,9,1,26,2,51,3,87,2,55,1,1,40,1,50,2,88,2,54,2,41,1,50,2,88,2,53,2,42,2,49,2,88,2,52,2,44,2,48,2,88,2,51,2,46,2,47,2,88,2,50,2,16,1,31,1,47,2,88,2,50,3,1,14,1,29,1,1,2,46,2,88,2,50,18,1,29,1,2,1,46,2,88,2,50,4,14,1,33,1,45,2,88,2,53,1,3,11,2,15,1,13,1,2,46,2,88,2,56,1,1,11,1,15,1,10,2,1,49,2,88,2,55,2,3,10,2,12,2,8,8,46,2,88,2,50,1,1,4,4,1,9,2,11,2,8,2,4,2,1,2,1,1,42,2,88,2,48,2,3,8,1,9,2,9,3,7,2,8,1,1,2,1,1,40,2,88,2,45,3,2,1,1,1,1,8,1,7,1,1,3,6,4,6,1,8,1,1,1,1,4,2,38,2,88,2,45,1,2,2,22,4,4,4,6,1,10,1,1,2,1,2,1,2,37,2,88,2,42,1,1,1,4,1,2,19,1,1,4,1,5,21,1,2,6,35,2,88,2,42,2,1,1,1,1,15,2,8,3,4,3,6,1,17,1,1,2,1,1,1,34,2,88,2,41,3,1,1,15,2,9,3,5,2,8,1,21,1,1,34,2,88,2,41,1,1,1,16,2,11,2,5,2,9,2,18,2,1,34,2,88,2,41,1,2,1,14,2,13,1,5,1,12,1,17,1,2,34,2,88,2,41,1,16,1,17,1,2,1,14,2,17,1,1,33,2,88,2,41,1,2,1,12,1,17,1,3,2,15,1,14,1,1,1,1,33,2,88,2,41,15,1,22,1,17,1,1,11,1,3,1,33,2,88,2,41,1,14,2,40,1,15,1,33,2,88,2,41,1,15,2,35,1,3,1,10,1,4,1,33,2,88,2,41,1,3,1,12,2,36,2,11,1,4,1,33,2,88,2,40,1,1,18,1,35,1,12,1,4,1,1,32,2,88,2,40,2,4,1,14,1,33,1,12,1,6,1,32,2,88,2,40,1,6,1,14,1,31,1,13,1,6,1,32,2,88,2,39,2,22,2,28,1,21,1,1,31,2,88,2,39,2,24,1,26,1,22,1,1,31,2,88,2,39,2,25,1,24,1,23,1,1,31,2,88,2,39,1,27,1,22,2,23,1,1,31,2,88,2,39,1,49,2,24,3,30,2,88,2,39,1,48,1,27,1,1,30,2,88,2,39,1,47,2,27,1,1,30,2,88,2,37,1,1,47,2,28,1,1,30,2,88,2,37,1,1,46,1,30,2,1,29,2,88,2,37,1,47,1,30,2,30,2,88,2,37,1,1,2,43,1,33,30,3,87,2,37,1,45,1,31,1,1,2,29,3,87,2,37,45,1,35,1,29,1,1,88,2,1,35,1,1,80,2,1,26,1,3,86,1,1,2,1,21,1,4,4,2,1,3,80,30,1,2,125,2,80,2,156,2,79,2,1,156,2,1,77,4,156,1,3,76,3,1,140,1,15,1,2,2,74,2,1,1,1,5,3,129,1,18,1,82,1,7,1,129,1,18,1,82,1,9,1,123,3,20,1,1,80,2,11,1,1,119,1,22,1,1,1,2,76,4,1,154,2,2,63,1,14,3,1,126,1,27,2,65,1,17,1,17,2,132,4,66,1,17,4,113,39,66,2,16,31,191,1,1,1,15,1,153,2,15,3,48,2,16,2,152,1,16,1,1,1,48,2,16,2,152,1,1,2,2,1,10,1,1,1,48,1,13,6,153,1,3,13,1,1,48,1,15,2,1,1,153,3,64,1,16,2,154,1,1,83,1,154,1,17,1,66,1,154,1,17,1,66,1,155,1,82,1,156,1,82,1,156,1,1,80,1,1,157,2,78,2,158,2,78,2,158,1,80,1,158,1,79,2,158,1,79,1,159,1,79,1,160,1,77,2,160,1,77,1,162,1,74,1,1,1,162,1,75,1,239,1,165,1,72,1,166,1,240,1,69,1,412,1,63,1,175,1,63,2,238,1,175,1,63,1,239,1,807}
local val_i=0
local run=0
for y=0,136-1 do
for x=0,240-1 do
if run==0 then
val_i=val_i+1
run=img_runs[val_i]
end
run=run-1
pix(x,y,img_values[val_i])
end
end
end
local choices = {
{
label = "Wake Up",
},
{
label = "Stay in Bed",
},
}
local function go_to_day_state()
if on_text_complete then
on_text_complete()
on_text_complete = nil
end
if Context.game.current_screen ~= "mysterious_man" then
return
end
state = STATE_DAY
day_timer = day_display_frames
end
local function wake_up()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Meter.show()
if trigger_flash_on_wake then
trigger_flash_on_wake = false
Ascension.start_flash()
end
Window.set_current("game")
end,
})
end
local function stay_in_bed()
Day.increase()
state = STATE_DAY
day_timer = day_display_frames
end
--- Starts the mysterious man screen.
--- @param[opt] options table Optional configuration.</br>
--- Fields: </br>
--- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
--- * skip_text (boolean) If true, skip the text phase and go straight to day display.<br/>
function MysteriousManScreen.start(options)
options = options or {}
day_timer = 0
text_done = false
text_done_timer = 0
selected_choice = 1
text = options.text or ASC_01_TEXT
text_y = Config.screen.height
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide()
trigger_flash_on_wake = not options.skip_text
if options.skip_text then
show_mysterious_screen = false
state = STATE_DAY
day_timer = day_display_frames
else
show_mysterious_screen = true
state = STATE_TEXT
end
Util.go_to_screen_by_id("mysterious_man")
Window.set_current("game")
end
--- Sets the scrolling text content.
--- @param new_text string The text to display.
function MysteriousManScreen.set_text(new_text)
text = new_text
end
Screen.register({
id = "mysterious_man",
name = "Mysterious Man",
decisions = {},
background_color = Config.colors.black,
update = function()
if state == STATE_TEXT then
if not text_done then
text_y = text_y - text_speed
local lines = 1
for _ in string.gmatch(text, "\n") do
lines = lines + 1
end
if text_y < -lines * 8 then
text_done = true
text_done_timer = TEXT_DONE_HOLD_FRAMES
end
else
text_done_timer = text_done_timer - 1
if text_done_timer <= 0 then
go_to_day_state()
end
end
elseif state == STATE_DAY then
day_timer = day_timer - 1
if day_timer <= 0 or Input.select() then
if trigger_flash_on_wake or Ascension.get_level() < 1 then
wake_up()
else
state = STATE_CHOICE
selected_choice = 1
end
end
elseif state == STATE_CHOICE then
selected_choice = UI.update_menu(choices, selected_choice)
if Input.select() then
Audio.sfx_select()
if selected_choice == 1 then
wake_up()
else
stay_in_bed()
end
end
end
end,
draw = function()
if show_mysterious_screen then
draw_mysterious_man_background()
end
if state == STATE_TEXT then
local cx = Config.screen.width / 2
local line_y = text_y
for line in (text .. "\n"):gmatch("(.-)\n") do
Print.text_center(line, cx, line_y, Config.colors.light_grey)
line_y = line_y + 8
end
elseif state == STATE_DAY then
local day_text = day_text_override or ("Day " .. Context.day_count)
Print.text_center(
day_text,
Config.screen.width / 2,
Config.screen.height / 2 - 3,
Config.colors.white
)
elseif state == STATE_CHOICE then
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
UI.draw_menu(choices, selected_choice, menu_x, menu_y)
end
end,
})

View File

@@ -23,5 +23,6 @@ Screen.register({
Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4) Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4)
Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4) Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4)
end end
Context.have_been_to_office = true
end end
}) })

View File

@@ -19,6 +19,7 @@ Screen.register({
Focus.stop() Focus.stop()
Context.stat_screen_active = false Context.stat_screen_active = false
Meter.show() Meter.show()
Util.go_to_screen_by_id("home")
end end
end, end,
draw = function() draw = function()
@@ -75,5 +76,14 @@ Screen.register({
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue) Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue) Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end end
if Ascension.get_level() > 0 then
local asc_y = meter_start_y + #meter_list * 20
local asc_letter_y = asc_y + 10
local asc_spacing = 8
local asc_total_w = Ascension.get_level() * asc_spacing
local asc_x = math.floor((sw - asc_total_w) / 2)
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
end
end, end,
}) })

View File

@@ -4,7 +4,7 @@ Screen.register({
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",
"start_discussion", "sumphore_discussion",
}, },
background = "street", background = "street",
draw = function() draw = function()

View File

@@ -2,6 +2,5 @@ Situation.register({
id = "drink_coffee", id = "drink_coffee",
handle = function() handle = function()
Audio.sfx_select() Audio.sfx_select()
Sprite.show("norman", 100, 100)
end, end,
}) })

View File

@@ -0,0 +1,63 @@
--- @section AsciiArt
AsciiArt = {}
--- Draws ASCII art text using rectangles.
--- @param text string The ASCII art text to draw.
--- @param options table Configuration options (char_w, char_h, line_gap, word_gap, color, x, y).
function AsciiArt.draw(text, options)
options = options or {}
local char_w = options.char_w or 4
local char_h = options.char_h or 5
local line_gap = options.line_gap or 0
local word_gap = options.word_gap or 6
local color = options.color or Config.colors.light_blue
local lines = {}
local max_len = 0
-- Get all lines and find max length
for line in (text .. "\n"):gmatch("(.-)\n") do
table.insert(lines, line)
if #line > max_len then max_len = #line end
end
-- Clean up empty lines from the start/end
while #lines > 0 and lines[1]:gsub("%s+", "") == "" do table.remove(lines, 1) end
while #lines > 0 and lines[#lines]:gsub("%s+", "") == "" do table.remove(lines, #lines) end
if #lines == 0 then return end
local total_h = 0
for _, line in ipairs(lines) do
if line:find("#") then
total_h = total_h + char_h + line_gap
else
total_h = total_h + word_gap
end
end
total_h = total_h - line_gap
local current_y = options.y or (Config.screen.height - total_h) / 2
local x_offset = options.x or (Config.screen.width - (max_len * char_w)) / 2
for _, line in ipairs(lines) do
if line:find("#") then
for j = 1, #line do
local char = line:sub(j, j)
if char == "#" then
rect(x_offset + (j - 1) * char_w, current_y, char_w - 1, char_h - 1, color)
end
end
current_y = current_y + char_h + line_gap
else
current_y = current_y + word_gap
end
end
return {
x = x_offset,
y = options.y or (Config.screen.height - total_h) / 2,
width = max_len * char_w,
height = total_h,
bottom = (options.y or (Config.screen.height - total_h) / 2) + total_h
}
end

View File

@@ -22,6 +22,10 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed. --- Checks if Right is pressed.
--- @within Input --- @within Input
function Input.right() return btnp(INPUT_KEY_RIGHT) end function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Space is pressed.
--- @within Input
function Input.space() return keyp(INPUT_KEY_SPACE) end
--- Checks if Select is pressed. --- Checks if Select is pressed.
--- @within Input --- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end

View File

@@ -5,11 +5,12 @@ local initialized_game = false
--- @within Main --- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise. --- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game() local function init_game()
if initialized_game then return end if initialized_game then return false end
Context.reset() Context.reset()
Window.set_current("splash") -- Set initial window using new manager Window.set_current("intro_title") -- Set initial window using new manager
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
initialized_game = true initialized_game = true
return true
end end
--- Main game loop (TIC-80 callback). --- Main game loop (TIC-80 callback).
@@ -24,9 +25,11 @@ function TIC()
Meter.update() Meter.update()
Timer.update() Timer.update()
Trigger.update() Trigger.update()
Glitch.draw()
Ascension.update_fade()
if Context.game_in_progress then if Context.game_in_progress then
Meter.draw() Meter.draw()
Timer.draw() Timer.draw()
Glitch.draw()
end end
Ascension.draw_flash()
end end

View File

@@ -12,9 +12,19 @@ end
--- @within UI --- @within UI
--- @param items table A table of menu items.<br/> --- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item.<br/> --- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu.<br/> --- @param x number The x-coordinate for the menu (ignored if centered is true).<br/>
--- @param y number The y-coordinate for the menu.<br/> --- @param y number The y-coordinate for the menu.<br/>
function UI.draw_menu(items, selected_item, x, y) --- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.<br/>
function UI.draw_menu(items, selected_item, x, y, centered)
if centered then
local max_w = 0
for _, item in ipairs(items) do
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
x = (Config.screen.width - max_w) / 2
end
for i, item in ipairs(items) do for i, item in ipairs(items) do
local current_y = y + (i-1)*10 local current_y = y + (i-1)*10
if i == selected_item then if i == selected_item then

View File

@@ -14,10 +14,14 @@ end
--- @within Util --- @within Util
--- @param screen_id string The ID of the screen to go to.<br/> --- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id) function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id) local prev_screen = Screen.get_by_id(Context.game.current_screen)
if screen then local new_screen = Screen.get_by_id(screen_id)
if new_screen then
Context.game.current_screen = screen_id Context.game.current_screen = screen_id
screen.init() if prev_screen and prev_screen.exit then
prev_screen.exit()
end
new_screen.init()
else else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end end

View File

@@ -0,0 +1,33 @@
--- @section ContinuedWindow
ContinuedWindow.timer = 300 -- 5 seconds at 60fps
ContinuedWindow.text = [[
### ### ### ###
# # # # # #
# # # ### ##
# # # # # #
# ### ### ###
### ### # # ### ### # # # # ### ##
# # # ## # # # ## # # # # # #
# # # # ## # # # ## # # ## # #
# # # # # # # # # # # # # #
### ### # # # ### # # ### ### ##
]]
--- Draws the continued window.
--- @within ContinuedWindow
function ContinuedWindow.draw()
cls(Config.colors.black)
AsciiArt.draw(ContinuedWindow.text, {})
end
--- Updates the continued window logic.
--- @within ContinuedWindow
function ContinuedWindow.update()
ContinuedWindow.timer = ContinuedWindow.timer - 1
if ContinuedWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
end
end

View File

@@ -59,7 +59,7 @@ function EndWindow.update()
else else
-- NO: increment day and go home -- NO: increment day and go home
Day.increase() Day.increase()
Context.game.current_screen = "home" Util.go_to_screen_by_id("home")
Window.set_current("game") Window.set_current("game")
-- Initialize home screen -- Initialize home screen
local home_screen = Screen.get_by_id("home") local home_screen = Screen.get_by_id("home")

View File

@@ -0,0 +1,37 @@
--- @section BriefIntroWindow
BriefIntroWindow.y = Config.screen.height
BriefIntroWindow.speed = 0.5
BriefIntroWindow.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 brief intro window.
--- @within BriefIntroWindow
function BriefIntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(BriefIntroWindow.text, x, BriefIntroWindow.y, Config.colors.light_blue)
end
--- Updates the brief intro window logic.
--- @within BriefIntroWindow
function BriefIntroWindow.update()
BriefIntroWindow.y = BriefIntroWindow.y - BriefIntroWindow.speed
local lines = 1
for _ in string.gmatch(BriefIntroWindow.text, "\n") do
lines = lines + 1
end
if BriefIntroWindow.y < -lines * 8 or Input.select() or Input.menu_confirm() then
Window.set_current("menu")
end
end

View File

@@ -1,41 +0,0 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
--- @within IntroWindow
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue)
end
--- Updates the intro window logic.
--- @within IntroWindow
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1
end
if IntroWindow.y < -lines * 8 then
Window.set_current("menu")
end
if Input.menu_confirm() then
Window.set_current("menu")
end
end

View File

@@ -0,0 +1,36 @@
--- @section TitleIntroWindow
TitleIntroWindow.timer = 180 -- 3 seconds at 60fps
TitleIntroWindow.text = [[
## ### ### ### ### ### ### ### # # #
# # # # # # # # # # # # #
# # ### ### # # # # # ### # #
# # # # # # # # # # # #
## ### # ### # # ### # ### ## #
# # ### ### ## # #
## # # # # # # ## #
# ## # # # #### # ##
# # # # # # # # #
# # ### # # # # #
### # # ### #### ### ### #### ###
# ## ## # # # # # # # # # #
# # # # ### # # ### # # # ###
# # # # # # # # # # # #
### # # # #### ### # #### # #
]]
--- Draws the title intro window.
--- @within TitleIntroWindow
function TitleIntroWindow.draw()
AsciiArt.draw(TitleIntroWindow.text, {})
end
--- Updates the title intro window logic.
--- @within TitleIntroWindow
function TitleIntroWindow.update()
TitleIntroWindow.timer = TitleIntroWindow.timer - 1
if TitleIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Window.set_current("intro_ttg")
end
end

View File

@@ -0,0 +1,46 @@
--- @section TTGIntroWindow
TTGIntroWindow.timer = 180
TTGIntroWindow.glitch_started = false
TTGIntroWindow.space_count = 0
TTGIntroWindow.space_timer = 0
TTGIntroWindow.text = [[
###### ###### ######
## ## #
## ## # ####
## ## # #
## ## ######
]]
--- Draws the TTG intro window.
--- @within TTGIntroWindow
function TTGIntroWindow.draw()
local bounds = AsciiArt.draw(TTGIntroWindow.text, {})
if not bounds then return end
Print.text_center("Teletype Games", (Config.screen.width / 2 + 3) , (bounds.bottom + 4), Config.colors.light_blue)
end
--- Updates the TTG intro window logic.
--- @within TTGIntroWindow
function TTGIntroWindow.update()
if not TTGIntroWindow.glitch_started then
Glitch.show()
TTGIntroWindow.glitch_started = true
end
-- Count menu_back presses during the intro
if Input.menu_back() then
TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1
end
TTGIntroWindow.timer = TTGIntroWindow.timer - 1
if TTGIntroWindow.timer <= 0 or Input.menu_confirm() then
-- Evaluate exactly 3 presses at the end of the intro
if TTGIntroWindow.space_count == 3 then
Context.test_mode = true
MenuWindow.refresh_menu_items()
Audio.sfx_success()
end
Glitch.hide()
Window.set_current("intro_brief")
end
end

View File

@@ -4,7 +4,7 @@ local _windows = {}
--- Registers a window table. --- Registers a window table.
--- @within Window --- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").</br> --- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., SplashWindow).</br> --- @param window_table table The actual window module table (e.g., GameWindow).</br>
function Window.register(id, window_table) function Window.register(id, window_table)
_windows[id] = window_table _windows[id] = window_table
end end

View File

@@ -4,8 +4,19 @@ local _menu_items = {}
--- Draws the menu window. --- Draws the menu window.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.draw() function MenuWindow.draw()
UI.draw_top_bar("Main Menu") local title = "Definitely not an Impostor"
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70) if Context.test_mode then
title = title .. " (TEST MODE)"
end
UI.draw_top_bar(title)
local menu_h = #_menu_items * 10
local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2
UI.draw_menu(_menu_items, Context.current_menu_item, 0, y, true)
local ttg_text = "TTG"
local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false)
Print.text(ttg_text, Config.screen.width - ttg_w - 5, Config.screen.height - 10, Config.colors.light_blue)
end end
--- Updates the menu window logic. --- Updates the menu window logic.
@@ -67,6 +78,21 @@ function MenuWindow.audio_test()
GameWindow.set_state("audiotest") GameWindow.set_state("audiotest")
end end
--- Opens the continued screen.
--- @within MenuWindow
function MenuWindow.continued()
ContinuedWindow.timer = 300
GameWindow.set_state("continued")
end
--- Opens the minigame ddr test menu.
--- @within MenuWindow
function MenuWindow.ddr_test()
AudioTestWindow.init()
GameWindow.set_state("minigame_ddr")
MinigameDDRWindow.start("menu", nil)
end
--- Refreshes menu items. --- Refreshes menu items.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
@@ -79,7 +105,13 @@ function MenuWindow.refresh_menu_items()
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game}) 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 = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration}) table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
if Context.test_mode then
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test}) table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
end
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit}) table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.current_menu_item = 1 Context.current_menu_item = 1

View File

@@ -40,7 +40,9 @@ function MinigameDDRWindow.init_context()
use_pattern = false, use_pattern = false,
return_window = nil, return_window = nil,
win_timer = 0, win_timer = 0,
on_win = nil on_win = nil,
special_condition_met = false,
total_misses = 0,
} }
end end
@@ -141,16 +143,16 @@ local function draw_arrow(x, y, direction, color)
local half = size / 2 local half = size / 2
if direction == "left" then if direction == "left" then
tri(x + half, y, x, y + half, x + half, y + size, color) tri(x + half, y, x, y + half, x + half, y + size, color)
rect(x + half, y + half - 2, half, 4, color) rectb(x + half, y + half - 2, half, 4, color)
elseif direction == "right" then elseif direction == "right" then
tri(x + half, y, x + size, y + half, x + half, y + size, color) tri(x + half, y, x + size, y + half, x + half, y + size, color)
rect(x, y + half - 2, half, 4, color) rectb(x, y + half - 2, half, 4, color)
elseif direction == "up" then elseif direction == "up" then
tri(x, y + half, x + half, y, x + size, y + half, color) tri(x, y + half, x + half, y, x + size, y + half, color)
rect(x + half - 2, y + half, 4, half, color) rectb(x + half - 2, y + half, 4, half, color)
elseif direction == "down" then elseif direction == "down" then
tri(x, y + half, x + half, y + size, x + size, y + half, color) tri(x, y + half, x + half, y + size, x + size, y + half, color)
rect(x + half - 2, y, 4, half, color) rectb(x + half - 2, y, 4, half, color)
end end
end end
@@ -162,6 +164,7 @@ function MinigameDDRWindow.update()
if mg.win_timer > 0 then if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1 mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then if mg.win_timer == 0 then
mg.special_condition_met = (mg.total_misses == 0)
Meter.on_minigame_complete() Meter.on_minigame_complete()
if mg.on_win then if mg.on_win then
mg.on_win() mg.on_win()
@@ -211,6 +214,7 @@ function MinigameDDRWindow.update()
if mg.bar_fill < 0 then if mg.bar_fill < 0 then
mg.bar_fill = 0 mg.bar_fill = 0
end end
mg.total_misses = mg.total_misses + 1
end end
end end
-- iterate backwards to avoid index shift issues -- iterate backwards to avoid index shift issues
@@ -254,6 +258,7 @@ function MinigameDDRWindow.update()
if mg.bar_fill < 0 then if mg.bar_fill < 0 then
mg.bar_fill = 0 mg.bar_fill = 0
end end
mg.total_misses = mg.total_misses + 1
end end
end end
end end

View File

@@ -70,6 +70,9 @@ function MinigameButtonMashWindow.update()
if mg.win_timer == 0 then if mg.win_timer == 0 then
Meter.on_minigame_complete() Meter.on_minigame_complete()
if mg.focus_center_x then Focus.stop() end if mg.focus_center_x then Focus.stop() end
Context.home_norman_visible = true
Context.have_done_work_today = false
Context.have_been_to_office = false
if mg.on_win then if mg.on_win then
mg.on_win() mg.on_win()
else else

View File

@@ -1,160 +0,0 @@
--- @section MysteriousManWindow
local STATE_TEXT = "text"
local STATE_DAY = "day"
local STATE_CHOICE = "choice"
local DEFAULT_TEXT = [[
Misterious man appears
during your sleep.
He says nothing.
He doesn't need to.
He says nothing.
]]
local state = STATE_TEXT
local text_y = Config.screen.height
local text_speed = 0.4
local day_timer = 0
local day_display_frames = 120
local selected_choice = 1
local text = DEFAULT_TEXT
local day_text_override = nil
local on_text_complete = nil
local choices = {
{
label = "Wake Up",
},
{
label = "Stay in Bed",
},
}
--- Sets the scrolling text content.
--- @within MysteriousManWindow
--- @param new_text string The text to display.
function MysteriousManWindow.set_text(new_text)
text = new_text
end
--- Starts the mysterious man window.
--- @within MysteriousManWindow
--- @param[opt] options table Optional window configuration.</br>
--- Fields: </br>
--- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
function MysteriousManWindow.start(options)
options = options or {}
state = STATE_TEXT
text_y = Config.screen.height
day_timer = 0
selected_choice = 1
text = options.text or DEFAULT_TEXT
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide()
Window.set_current("mysterious_man")
end
local function go_to_day_state()
if on_text_complete then
on_text_complete()
on_text_complete = nil
end
if Window.get_current_id() ~= "mysterious_man" then
return
end
state = STATE_DAY
day_timer = day_display_frames
end
local function wake_up()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Context.home_norman_visible = true
Meter.show()
Window.set_current("game")
end,
})
end
local function stay_in_bed()
Day.increase()
state = STATE_DAY
day_timer = day_display_frames
end
--- Updates the mysterious man window logic.
--- @within MysteriousManWindow
function MysteriousManWindow.update()
if state == STATE_TEXT then
text_y = text_y - text_speed
local lines = 1
for _ in string.gmatch(text, "\n") do
lines = lines + 1
end
if text_y < -lines * 8 then
go_to_day_state()
end
if Input.select() then
go_to_day_state()
end
elseif state == STATE_DAY then
day_timer = day_timer - 1
if day_timer <= 0 or Input.select() then
state = STATE_CHOICE
selected_choice = 1
end
elseif state == STATE_CHOICE then
selected_choice = UI.update_menu(choices, selected_choice)
if Input.select() then
Audio.sfx_select()
if selected_choice == 1 then
wake_up()
else
stay_in_bed()
end
end
end
end
--- Draws the mysterious man window.
--- @within MysteriousManWindow
function MysteriousManWindow.draw()
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
if state == STATE_TEXT then
local x = (Config.screen.width - 132) / 2
Print.text(text, x, text_y, Config.colors.light_grey)
elseif state == STATE_DAY then
local day_text = day_text_override or ("Day " .. Context.day_count)
Print.text_center(
day_text,
Config.screen.width / 2,
Config.screen.height / 2 - 3,
Config.colors.white
)
elseif state == STATE_CHOICE then
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
UI.draw_menu(choices, selected_choice, menu_x, menu_y)
end
end

View File

@@ -1,8 +1,11 @@
SplashWindow = {} TitleIntroWindow = {}
Window.register("splash", SplashWindow) Window.register("intro_title", TitleIntroWindow)
IntroWindow = {} TTGIntroWindow = {}
Window.register("intro", IntroWindow) Window.register("intro_ttg", TTGIntroWindow)
BriefIntroWindow = {}
Window.register("intro_brief", BriefIntroWindow)
MenuWindow = {} MenuWindow = {}
Window.register("menu", MenuWindow) Window.register("menu", MenuWindow)
@@ -28,11 +31,11 @@ Window.register("minigame_rhythm", MinigameRhythmWindow)
MinigameDDRWindow = {} MinigameDDRWindow = {}
Window.register("minigame_ddr", MinigameDDRWindow) Window.register("minigame_ddr", MinigameDDRWindow)
MysteriousManWindow = {}
Window.register("mysterious_man", MysteriousManWindow)
EndWindow = {} EndWindow = {}
Window.register("end", EndWindow) Window.register("end", EndWindow)
DiscussionWindow = {} DiscussionWindow = {}
Window.register("discussion", DiscussionWindow) Window.register("discussion", DiscussionWindow)
ContinuedWindow = {}
Window.register("continued", ContinuedWindow)

View File

@@ -1,16 +0,0 @@
--- Draws the splash window.
--- @within SplashWindow
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local y = (Config.screen.height - 6) / 2
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
end
--- Updates the splash window logic.
--- @within SplashWindow
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
Window.set_current("intro")
end
end

View File

@@ -0,0 +1,46 @@
from mido import MidiFile
MIDI_FILE = "/tmp/teletype_impostor_musicator/maestro-v3.0.0/2018/MIDI-Unprocessed_Schubert7-9_MID--AUDIO_16_R2_2018_wav.midi"
# resolution: rows per beat (e.g. 4 = 16th notes)
ROWS_PER_BEAT = 4
names = ["C","C#","D","D#","E","F","F#","G","G#","A","A#","B"]
def note_name(n):
octave = n // 12 - 1
return f"{names[n % 12]}-{octave}"
mid = MidiFile(MIDI_FILE)
tpb = mid.ticks_per_beat
row_ticks = tpb // ROWS_PER_BEAT
time = 0
rows = {}
for msg in mid:
time += msg.time
if msg.type == "note_on" and msg.velocity > 0:
row = int(time // row_ticks)
rows.setdefault(row, []).append(msg.note)
# build monophonic sequence (highest note wins)
max_row = max(rows.keys())
sequence = []
for r in range(max_row + 1):
if r in rows:
n = max(rows[r])
sequence.append(note_name(n))
else:
sequence.append("...")
# trim (optional)
sequence = sequence[:512]
# output as Lua
print("sequence = {")
for n in sequence:
print(f' "{n}",')
print("}")

View File

@@ -0,0 +1,127 @@
-- key separator: |
-- empty note: "..."
math.randomseed(os.time())
local unpack = unpack or table.unpack
local function make_key(tbl)
return table.concat(tbl, "|")
end
local function unmake_key(k)
local result = {}
for t in string.gmatch(k, "[^|]+") do
result[#result + 1] = t
end
return result
end
local function add_key(str, value)
return str .. "|" .. value
end
local function split_last(full)
local i = full:match(".*()|")
return full:sub(1, i-1), full:sub(i+1)
end
local function has_value (tab, val)
for index, value in ipairs(tab) do
if value == val then
return true
end
end
return false
end
-- helper: split key into parts
local function split(k)
local t = {}
for part in string.gmatch(k, "[^|]+") do
t[#t+1] = part
end
return t
end
function build_markov_model(sequence, order)
-- TODO: add {"..." x order} to beginning?
local model = { }
-- count
for i = 1, #sequence - order do
local key = make_key({unpack(sequence, i, i + order - 1)})
local next_note = sequence[i + order]
local data = model[key] or { next={}, total=0 }
data.next[next_note] = (data.next[next_note] or 0) + 1
data.total = data.total + 1
model[key] = data
end
-- normalize
for temp_key,temp_data in pairs(model) do
for temp_note, temp_count in pairs(temp_data.next) do
model[temp_key].next[temp_note] = temp_count / temp_data.total
end
end
--[[
for k,v in pairs(model) do
print("-----" .. k)
for k2,v2 in pairs(v.next) do
print(k2, v2)
end
end
--]]
return {
order = order,
model = model
}
end
function generate_sequence(model_data, length)
local order = model.order
local model_data = model_data.model
-- random start key
local model_keys = {}
for k,_ in pairs(model) do
model_keys[#model_keys + 1] = k
end
local start_key = model_keys[math.ceil(math.random() * #model_keys)]
-- sequence starts with the start key
local seq = unmake_key(start_key)
-- generation loop
while #seq < length do
local current_key = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
local chosen = "..."
local key_data = model[current_key]
if key_data then
local r = math.random()
local prob_sum = 0.0
for new_note, new_prob in pairs(key_data.next) do
prob_sum = prob_sum + new_prob
if prob_sum < r then
chosen = new_note
end
end
end
-- print(current_key .. " --> " .. chosen)
seq[#seq+1] = chosen
end
return seq
end

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@@ -0,0 +1,42 @@
import sys
import re
ROWS_PER_BEAT = 4 # keep consistent with your MIDI extraction
SOUND = "piano"
def parse_sequence(text):
return re.findall(r'"([^"]+)"', text)
def to_strudel_notes(seq):
out = []
for n in seq:
if n == "..." or n == "---":
out.append("~")
else:
# C-5 → c5, C#5 → c#5
note = n.replace("-", "")
out.append(note.lower())
return out
def chunk(seq, size):
for i in range(0, len(seq), size):
yield seq[i:i+size]
# read from stdin
text = sys.stdin.read()
sequence = parse_sequence(text)
notes = to_strudel_notes(sequence)
# group into musical lines (4 beats)
lines = []
for group in chunk(notes, ROWS_PER_BEAT * 4):
lines.append(" ".join(group))
pattern = "\n".join(lines)
print("note(`")
print(pattern)
print(f"`).sound(\"{SOUND}\")")
# npm install -g strudel-cli

414
tools/musicator/teach.lua Normal file
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@@ -0,0 +1,414 @@
-- teach the musicator
-- uses samples from: https://magenta.tensorflow.org/datasets/maestro#v300
--require("luarocks.loader")
--require("luamidi")
require("./musicator")
local inspect = require("inspect")
math.randomseed(os.time())
function flatten(v)
local res = {}
local function flatten(v)
if type(v) ~= "table" then
table.insert(res, v)
return
end
for _, v in ipairs(v) do
flatten(v)
end
end
flatten(v)
return res
end
local training_data = {
-- simple ascending phrase
{
"C-4","...","D-4","...","E-4","...","G-4","...",
"E-4","...","D-4","...","C-4","...","...","..."
},
-- descending answer
{
"G-4","...","F-4","...","E-4","...","D-4","...",
"C-4","...","D-4","...","E-4","...","...","..."
},
-- arpeggio major
{
"C-4","...","E-4","...","G-4","...","C-5","...",
"G-4","...","E-4","...","C-4","...","...","..."
},
-- arpeggio minor
{
"A-4","...","C-5","...","E-5","...","A-5","...",
"E-5","...","C-5","...","A-4","...","...","..."
},
-- stepwise melody (folk-like)
{
"D-4","...","E-4","...","F-4","...","G-4","...",
"F-4","...","E-4","...","D-4","...","...","..."
},
-- repeated note rhythm
{
"C-5","C-5","...","C-5","...","C-5","C-5","...",
"D-5","...","E-5","...","...","...","...","..."
},
-- bounce pattern
{
"C-5","...","G-4","...","C-5","...","G-4","...",
"D-5","...","A-4","...","D-5","...","...","..."
},
-- scale run up
{
"C-4","D-4","E-4","F-4","G-4","A-4","B-4","C-5",
"...","...","...","...","...","...","...","..."
},
-- scale run down
{
"C-5","B-4","A-4","G-4","F-4","E-4","D-4","C-4",
"...","...","...","...","...","...","...","..."
},
-- syncopated feel
{
"C-5","...","...","D-5","...","...","E-5","...",
"C-5","...","...","G-4","...","...","...","..."
},
-- triplet-ish feel (simulated)
{
"E-5","D-5","C-5","...","E-5","D-5","C-5","...",
"G-4","...","...","...","...","...","...","..."
},
-- small jumps
{
"C-5","...","E-5","...","D-5","...","F-5","...",
"E-5","...","C-5","...","...","...","...","..."
},
-- call
{
"G-4","...","A-4","...","C-5","...","A-4","...",
"...","...","...","...","...","...","...","..."
},
-- response
{
"E-4","...","F-4","...","G-4","...","F-4","...",
"D-4","...","...","...","...","...","...","..."
},
-- denser pattern (DDR-like)
{
"C-5","D-5","E-5","...","D-5","E-5","F-5","...",
"E-5","D-5","C-5","...","...","...","...","..."
},
-- alternating pattern (good for gameplay)
{
"C-5","...","E-5","...","C-5","...","E-5","...",
"D-5","...","F-5","...","D-5","...","...","..."
},
-- higher register variant
{
"G-5","...","A-5","...","B-5","...","D-6","...",
"B-5","...","A-5","...","G-5","...","...","..."
},
-- low register grounding
{
"C-4","...","G-3","...","C-4","...","G-3","...",
"F-3","...","C-4","...","...","...","...","..."
},
-- variant of ascending with offset
{
"...","C-4","...","D-4","...","E-4","...","G-4",
"...","E-4","...","D-4","...","C-4","...","..."
},
-- staggered rhythm
{
"C-4","...","...","D-4","...","E-4","...","...",
"G-4","...","E-4","...","D-4","...","...","..."
},
-- broken arpeggio (different spacing)
{
"C-4","E-4","...","G-4","...","C-5","...",
"G-4","E-4","...","C-4","...","...","...","..."
},
-- minor variation (shifted)
{
"...","A-4","C-5","...","E-5","...","A-5","...",
"E-5","...","C-5","...","A-4","...","...","..."
},
-- repeated + variation
{
"D-4","D-4","...","E-4","...","F-4","F-4","...",
"G-4","...","F-4","...","E-4","...","...","..."
},
-- zig-zag motion
{
"C-5","...","E-5","...","D-5","...","F-5","...",
"E-5","...","G-5","...","F-5","...","...","..."
},
-- alternating step/jump
{
"C-5","...","D-5","...","G-5","...","F-5","...",
"E-5","...","C-5","...","D-5","...","...","..."
},
-- denser burst pattern
{
"C-5","D-5","E-5","F-5","...","E-5","D-5","C-5",
"...","...","...","...","...","...","...","..."
},
-- rolling pattern
{
"E-5","...","D-5","...","C-5","...","D-5","...",
"E-5","...","G-5","...","E-5","...","...","..."
},
-- syncopation variant
{
"...","C-5","...","...","E-5","...","...","G-5",
"...","E-5","...","C-5","...","...","...","..."
},
-- low-high interplay
{
"C-4","...","G-4","...","C-5","...","G-4","...",
"E-4","...","C-4","...","...","...","...","..."
},
-- descending but staggered
{
"C-5","...","...","B-4","...","A-4","...","...",
"G-4","...","F-4","...","E-4","...","...","..."
},
-- small trill-like feel
{
"E-5","F-5","E-5","...","E-5","F-5","E-5","...",
"D-5","...","C-5","...","...","...","...","..."
},
-- call variant (shifted timing)
{
"...","G-4","...","A-4","...","C-5","...","A-4",
"...","...","...","...","...","...","...","..."
},
-- response variant
{
"...","E-4","...","F-4","...","G-4","...","F-4",
"D-4","...","...","...","...","...","...","..."
},
-- dense DDR-ish alternating
{
"C-5","...","D-5","...","C-5","...","D-5","...",
"E-5","...","F-5","...","E-5","...","...","..."
},
-- higher variation arpeggio
{
"G-5","...","B-5","...","D-6","...","G-6","...",
"D-6","...","B-5","...","G-5","...","...","..."
},
-- low groove pattern
{
"C-3","...","C-4","...","G-3","...","C-4","...",
"F-3","...","C-4","...","...","...","...","..."
},
-- slightly chaotic (good for branching)
{
"C-5","...","E-5","D-5","...","G-5","...","F-5",
"...","D-5","...","C-5","...","...","...","..."
},
-- mixed density
{
"C-5","D-5","...","E-5","...","F-5","G-5","...",
"E-5","...","D-5","C-5","...","...","...","..."
},
-- offset staircase up
{
"...","C-4","D-4","E-4","F-4","G-4","A-4","B-4",
"C-5","...","...","...","...","...","...","..."
},
-- offset staircase down
{
"...","C-5","B-4","A-4","G-4","F-4","E-4","D-4",
"C-4","...","...","...","...","...","...","..."
},
-- dense zigzag
{
"C-5","E-5","D-5","F-5","E-5","G-5","F-5","A-5",
"G-5","...","...","...","...","...","...","..."
},
-- jack pattern (DDR classic)
{
"C-5","C-5","C-5","...","C-5","C-5","...","...",
"D-5","D-5","...","...","...","...","...","..."
},
-- alternating two-note burst
{
"C-5","D-5","C-5","D-5","C-5","D-5","...","...",
"E-5","F-5","E-5","F-5","...","...","...","..."
},
-- wide jumps
{
"C-4","...","G-5","...","D-4","...","A-5","...",
"E-4","...","B-5","...","...","...","...","..."
},
-- rolling triplet-ish
{
"C-5","E-5","G-5","...","E-5","C-5","E-5","...",
"G-5","...","...","...","...","...","...","..."
},
-- syncopated dense
{
"...","C-5","D-5","...","E-5","...","F-5","G-5",
"...","E-5","...","C-5","...","...","...","..."
},
-- mirrored pattern
{
"C-5","D-5","E-5","F-5","E-5","D-5","C-5","...",
"...","...","...","...","...","...","...","..."
},
-- chord-outline arpeggio feel
{
"C-4","...","G-4","...","E-5","...","G-4","...",
"C-4","...","...","...","...","...","...","..."
},
-- broken rhythm variant
{
"C-5","...","D-5","E-5","...","F-5","...","G-5",
"E-5","...","D-5","...","C-5","...","...","..."
},
-- fast burst then rest
{
"C-5","D-5","E-5","F-5","G-5","A-5","...","...",
"...","...","...","...","...","...","...","..."
},
-- low-high bounce fast
{
"C-3","C-5","C-3","C-5","C-3","C-5","...","...",
"G-3","G-5","G-3","G-5","...","...","...","..."
},
-- repeated with shift
{
"...","E-5","...","E-5","...","E-5","...","...",
"D-5","...","C-5","...","...","...","...","..."
},
-- clustered mid
{
"D-5","E-5","F-5","...","E-5","D-5","C-5","...",
"D-5","...","...","...","...","...","...","..."
},
-- broken descending
{
"C-6","...","A-5","...","F-5","...","D-5","...",
"C-5","...","...","...","...","...","...","..."
},
-- chaotic jumpy (important for branching)
{
"C-5","...","F-5","D-5","...","A-5","...","E-5",
"...","G-5","...","C-5","...","...","...","..."
},
-- double-step pattern
{
"C-5","D-5","D-5","E-5","E-5","F-5","...","...",
"G-5","...","...","...","...","...","...","..."
},
-- uneven spacing
{
"C-5","...","...","D-5","E-5","...","...","F-5",
"G-5","...","...","...","...","...","...","..."
},
-- fast alternating high
{
"G-5","A-5","G-5","A-5","G-5","A-5","...","...",
"F-5","E-5","...","...","...","...","...","..."
},
-- low groove with variation
{
"C-3","...","C-4","...","G-3","...","D-4","...",
"F-3","...","C-4","...","...","...","...","..."
},
-- semi-random filler (very useful)
{
"C-5","...","E-5","...","D-5","...","G-5","...",
"F-5","...","A-5","...","E-5","...","...","..."
},
-- near-repetition (state collision booster)
{
"C-5","...","D-5","...","E-5","...","C-5","...",
"D-5","...","E-5","...","C-5","...","...","..."
},
-- same but shifted (VERY important)
{
"...","C-5","...","D-5","...","E-5","...","C-5",
"...","D-5","...","E-5","...","C-5","...","..."
},
}
local model = build_markov_model(flatten(training_data), 2)
print(inspect(model))
--[[
local generated = generate_sequence(model, 100)
for i,v in ipairs(generated) do
print(v)
end
--]]