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Author SHA1 Message Date
24757e8cca end window WIP
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2026-03-12 00:38:28 +01:00
51 changed files with 121 additions and 954 deletions

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@@ -5,9 +5,7 @@ globals = {
"Focus", "Focus",
"Day", "Day",
"Timer", "Timer",
"Glitch",
"Trigger", "Trigger",
"Discussion",
"Util", "Util",
"Decision", "Decision",
"Situation", "Situation",
@@ -33,8 +31,6 @@ globals = {
"MinigameRhythmWindow", "MinigameRhythmWindow",
"MinigameDDRWindow", "MinigameDDRWindow",
"MysteriousManWindow", "MysteriousManWindow",
"DiscussionWindow",
"EndWindow",
"mset", "mset",
"mget", "mget",
"btnp", "btnp",

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@@ -11,29 +11,11 @@ logic/logic.day.lua
logic/logic.timer.lua logic/logic.timer.lua
logic/logic.trigger.lua logic/logic.trigger.lua
logic/logic.minigame.lua logic/logic.minigame.lua
logic/logic.glitch.lua
logic/logic.discussion.lua
system/system.ui.lua system/system.ui.lua
audio/audio.manager.lua audio/audio.manager.lua
audio/audio.songs.lua audio/audio.songs.lua
sprite/sprite.manager.lua sprite/sprite.manager.lua
sprite/sprite.norman.lua sprite/sprite.norman.lua
sprite/sprite.sumphore.lua
sprite/sprite.pizza_vendor.lua
sprite/sprite.dev_boy.lua
sprite/sprite.dev_buddy.lua
sprite/sprite.dev_extrovert.lua
sprite/sprite.dev_girl.lua
sprite/sprite.dev_guard.lua
sprite/sprite.dev_guru.lua
sprite/sprite.dev_hr_girl.lua
sprite/sprite.dev_introvert.lua
sprite/sprite.dev_operator.lua
sprite/sprite.dev_project_manager.lua
sprite/sprite.matrix_architect.lua
sprite/sprite.matrix_neo.lua
sprite/sprite.matrix_oraculum.lua
sprite/sprite.matrix_trinity.lua
situation/situation.manager.lua situation/situation.manager.lua
situation/situation.drink_coffee.lua situation/situation.drink_coffee.lua
decision/decision.manager.lua decision/decision.manager.lua
@@ -46,8 +28,6 @@ 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
discussion/discussion.sumphore.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
@@ -72,7 +52,6 @@ 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.mysterious_man.lua
window/window.discussion.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

View File

@@ -24,9 +24,6 @@ function Audio.music_play_room_() end
--- Plays room work music. --- Plays room work music.
--- @within Audio --- @within Audio
function Audio.music_play_room_work() music(0) end function Audio.music_play_room_work() music(0) end
--- Plays activity work music.
--- @within Audio
function Audio.music_play_activity_work() music(1) end
--- Plays select sound effect. --- Plays select sound effect.
--- @within Audio --- @within Audio
@@ -43,6 +40,3 @@ function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect. --- Plays bloop sound effect.
--- @within Audio --- @within Audio
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
--- Plays alarm sound effect.
--- @within Audio
function Audio.sfx_alarm() sfx(61) 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

@@ -5,8 +5,8 @@ Decision.register({
Meter.hide() Meter.hide()
Day.increase() Day.increase()
MinigameRhythmWindow.start("game", { MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22, focus_center_x = Config.screen.width / 2,
focus_center_y = (Config.screen.height / 2) - 18, focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0, focus_initial_radius = 0,
on_win = function() on_win = function()
MysteriousManWindow.start() MysteriousManWindow.start()

View File

@@ -5,7 +5,7 @@ local _decisions = {}
--- @within Decision --- @within Decision
--- @param decision table The decision data table. --- @param decision table The decision data table.
--- @param decision.id string Unique decision identifier. --- @param decision.id string Unique decision identifier.
--- @param decision.label string|function Display text for the decision, or a function returning it. --- @param decision.label string Display text for the decision.
--- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true. --- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true.
--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop. --- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
function Decision.register(decision) function Decision.register(decision)
@@ -30,18 +30,6 @@ function Decision.register(decision)
_decisions[decision.id] = decision _decisions[decision.id] = decision
end end
--- Gets the display label for a decision.
--- @within Decision
--- @param decision table The decision data table.
--- @return string result The resolved decision label.
function Decision.get_label(decision)
if not decision then return "" end
if type(decision.label) == "function" then
return decision.label() or ""
end
return decision.label or ""
end
--- Gets a decision by ID. --- Gets a decision by ID.
--- @within Decision --- @within Decision
--- @param id string The ID of the decision. --- @param id string The ID of the decision.
@@ -121,10 +109,12 @@ function Decision.draw(decisions, selected_decision_index)
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey) rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then if #decisions > 0 then
local selected_decision = decisions[selected_decision_index] local selected_decision = decisions[selected_decision_index]
local decision_label = Decision.get_label(selected_decision) local decision_label = selected_decision.label
local text_width = #decision_label * 4
local text_y = bar_y + 4 local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.light_blue) Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text_center(decision_label, Config.screen.width / 2, text_y, Config.colors.item) Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue) Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end end
end end

View File

@@ -4,8 +4,8 @@ Decision.register({
handle = function() handle = function()
Meter.hide() Meter.hide()
MinigameButtonMashWindow.start("game", { MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22, focus_center_x = Config.screen.width / 2,
focus_center_y = (Config.screen.height / 2) - 18, focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0, focus_initial_radius = 0,
}) })
end, end,

View File

@@ -4,8 +4,8 @@ Decision.register({
handle = function() handle = function()
Meter.hide() Meter.hide()
MinigameRhythmWindow.start("game", { MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22, focus_center_x = Config.screen.width / 2,
focus_center_y = (Config.screen.height / 2) - 18, focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0, focus_initial_radius = 0,
}) })
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

@@ -1,59 +0,0 @@
Discussion.register({
id = "sumphore_day_3",
steps = {
{
question = "Are you still seeking the ox?",
answers = {
{ label = "Huh? What ox?", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "Did you never think there would be more to this?",
answers = {
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
},
})
Discussion.register({
id = "homeless_guy",
steps = {
{
question = "Sup bro, how are you?",
answers = {
{ label = "I'm doing great, thanks!", next_step = 2 },
{ label = "Not as good as you", next_step = nil },
},
},
{
question = "What's your name?",
answers = {
{ label = "Norman Reds, nice to meet you.", next_step = 3 },
{ label = "Mom told me not to talk to strangers.", next_step = nil },
},
},
{
question = "That name ... could it be? I know a guy with that name...",
answers = {
{ label = "Never met you before.", next_step = 4 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "My name is Sumphore, nice to meet you.",
answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5 },
},
},
{
question = "You're a good guy, I can tell. You abide by the rules. Life would be so much easier if more people were like you ...",
answers = {
{ label = "Thanks, I try my best.", next_step = nil },
},
},
},
})

View File

@@ -37,31 +37,15 @@ function Context.initial_data()
meters = Meter.get_initial(), meters = Meter.get_initial(),
timer = Timer.get_initial(), timer = Timer.get_initial(),
triggers = {}, triggers = {},
home_norman_visible = false,
game = { game = {
current_screen = "home", current_screen = "home",
current_situation = nil, current_situation = nil,
}, },
day_count = 1, day_count = 1,
glitch = {
enabled = false,
state = "active",
timer = 0,
},
_end = { _end = {
state = "choice", state = "choice",
selection = 1, selection = 1,
}, },
discussion = {
active = false,
id = nil,
step = 1,
selected_answer = 1,
scroll_y = 0,
scroll_timer = 0,
auto_scroll = true,
return_window = nil,
},
} }
end end
@@ -87,34 +71,6 @@ 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({
text = [[
Norman was never a bad
simulation engineer, but
we need to be careful in
letting him improve. We
need to distract him.
]],
on_text_complete = function()
Audio.sfx_alarm()
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,
})
end end
--- Saves the current game state. --- Saves the current game state.

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@@ -15,4 +15,3 @@ Focus = {}
Day = {} Day = {}
Timer = {} Timer = {}
Trigger = {} Trigger = {}
Discussion = {}

View File

@@ -1,103 +0,0 @@
--- @section Discussion
local _discussions = {}
--- Registers a discussion definition.
--- @within Discussion
--- @param discussion table The discussion data table.
--- @param discussion.id string Unique discussion identifier.
--- @param discussion.steps table Array of step tables, each with `question` (string) and `answers` (array of {label, next_step} tables).
--- @param[opt] discussion.on_end function Called when the discussion ends. Defaults to noop.
function Discussion.register(discussion)
if not discussion or not discussion.id then
trace("Error: Invalid discussion registered (missing id)!")
return
end
if not discussion.steps or #discussion.steps == 0 then
trace("Error: Discussion '" .. discussion.id .. "' has no steps!")
return
end
if not discussion.on_end then
discussion.on_end = function() end
end
if _discussions[discussion.id] then
trace("Warning: Overwriting discussion with id: " .. discussion.id)
end
_discussions[discussion.id] = discussion
end
--- Gets a discussion by ID.
--- @within Discussion
--- @param id string The discussion ID.
--- @return table|nil result The discussion table or nil.
function Discussion.get_by_id(id)
return _discussions[id]
end
--- Starts a discussion, switching to the discussion window.
--- @within Discussion
--- @param id string The discussion ID to start.
--- @param return_window string The window ID to return to after the discussion.
function Discussion.start(id, return_window)
local discussion = _discussions[id]
if not discussion then
trace("Error: Discussion not found: " .. tostring(id))
return
end
Context.discussion.active = true
Context.discussion.id = id
Context.discussion.step = 1
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
Context.discussion.return_window = return_window or "game"
Meter.hide()
Window.set_current("discussion")
end
--- Gets the current step data for the active discussion.
--- @within Discussion
--- @return table|nil result The current step table or nil.
function Discussion.get_current_step()
if not Context.discussion.active or not Context.discussion.id then return nil end
local discussion = _discussions[Context.discussion.id]
if not discussion then return nil end
return discussion.steps[Context.discussion.step]
end
--- Advances to a specific step or ends the discussion.
--- @within Discussion
--- @param next_step number|nil The step index to go to, or nil to end.
function Discussion.go_to_step(next_step)
if not next_step then
Discussion.finish()
return
end
local discussion = _discussions[Context.discussion.id]
if not discussion or not discussion.steps[next_step] then
Discussion.finish()
return
end
Context.discussion.step = next_step
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
end
--- Ends the active discussion and returns to the previous window.
--- @within Discussion
function Discussion.finish()
local discussion = _discussions[Context.discussion.id]
local return_window = Context.discussion.return_window or "game"
Context.discussion.active = false
Context.discussion.id = nil
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
Meter.show()
if discussion and discussion.on_end then
discussion.on_end()
end
Window.set_current(return_window)
end

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@@ -1,58 +0,0 @@
--- @section Glitch
Glitch = {}
--- Shows the glitch effect.
--- @within Glitch
function Glitch.show()
if Context and Context.glitch then
Context.glitch.enabled = true
end
end
--- Hides the glitch effect.
--- @within Glitch
function Glitch.hide()
if Context and Context.glitch then
Context.glitch.enabled = false
end
end
--- Draws the glitch effect if active.
--- @within Glitch
function Glitch.draw()
if not Context or not Context.glitch or not Context.glitch.enabled then return end
-- Update state timer
Context.glitch.timer = Context.glitch.timer - 1
if Context.glitch.timer <= 0 then
if Context.glitch.state == "active" then
Context.glitch.state = "waiting"
Context.glitch.timer = math.random(20, 60) -- Time to stay fixed
else
Context.glitch.state = "active"
Context.glitch.timer = math.random(40, 100) -- Time to stay glitchy
end
end
-- Draw stripes only when active
if Context.glitch.state == "active" then
for _ = 1, 15 do
local rx = math.random(0, Config.screen.width - 1)
local ry = math.random(0, Config.screen.height - 1)
-- Sample color at the random point
local color = pix(rx, ry)
-- Determine random length for the stripe (2-40)
local length = math.random(2, 40)
-- Draw the vertical stripe
for sy = 0, length - 1 do
local dy = ry + sy
if dy < Config.screen.height then
pix(rx, dy, color)
end
end
end
end
end

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@@ -255,126 +255,24 @@
-- 003:0000000000000000441600004242600044241000ff426000fff4100033f26000 -- 003:0000000000000000441600004242600044241000ff426000fff4100033f26000
-- 004:00000333000035550003655500365555003555ff00356fff00365f3f00355fff -- 004:00000333000035550003655500365555003555ff00356fff00365f3f00355fff
-- 005:33000000553000005563000055563000ff553000fff53000f3f63000fff53000 -- 005:33000000553000005563000055563000ff553000fff53000f3f63000fff53000
-- 008:0000005a00005a55000055a50000a55a00005a5700005533000575f30000757f
-- 009:55a50000a55a50005a55a00057555500fff7a5003f335a00fff3f500fffffa00
-- 016:0000000000000000000000000000003000000353000035350003535100353535 -- 016:0000000000000000000000000000003000000353000035350003535100353535
-- 017:0000000000000000000000003000000053300000151300005151300015151300 -- 017:0000000000000000000000003000000053300000151300005151300015151300
-- 018:004f99ff000fffff0000ff3300000fff00003666000355550035652503163555 -- 018:004f99ff000fffff0000ff3300000fff00003666000355550035652503163555
-- 019:99f41000fff26000ff600000f600000063300000555330005555530055535530 -- 019:99f41000fff26000ff600000f600000063300000555330005555530055535530
-- 020:00356f6f003655f60365511f3653122f3531222f363221220532232203322322 -- 020:00356f6f003655f60365511f3653122f3531222f363221220532232203322322
-- 021:f6f530006f563000f1156300f2215300f2226300221233002232130022121300 -- 021:f6f530006f563000f1156300f2215300f2226300221233002232130022121300
-- 022:000000000000005100000155000055150000157f0000551300057f3f00017fff
-- 023:00000000555000005155000015515000ff7f5100ff31f200fff3ff0033fff200
-- 024:0000057f00000005000000050000559900055911005599110055119900551199
-- 025:f3ff5000fff500005f5000004415100077995100449915007711955044119550
-- 026:00000000000001330001331300031333001333330031f7f7001133390031999f
-- 027:0000000013310000131330003333130033333100f7f113003337310099975300
-- 028:000000000000000000000a77000057770005777700577777005775a50077a7ff
-- 029:0000000000000000777a0000777750007777750077777750a5a57750fff7a770
-- 030:000000000000051500001151000555550001517f000557ff0001ff3f0007ff1f
-- 031:00000000150000005110000055500000f7110000ff750000f3f10000f1f50000
-- 032:0033535100353533003351ff00351f3f0003ff3f0003ffff00003ff3000323ff -- 032:0033535100353533003351ff00351f3f0003ff3f0003ffff00003ff3000323ff
-- 033:5555530033555300ff155300f3f15300f3ff3000ffff30003ff30000ff323000 -- 033:5555530033555300ff155300f3f15300f3ff3000ffff30003ff30000ff323000
-- 034:036135250316355503613525031633110333331103f333330333333300033333 -- 034:036135250316355503613525031633110333331103f333330333333300033333
-- 035:55565530555355305556553013335530133333303333ff303333333033330000 -- 035:55565530555355305556553013335530133333303333ff303333333033330000
-- 036:00322322003223330033331a003ff31a003ff3a1003333a100003a1a00003a1a -- 036:00322322003223330033331a003ff31a003ff3a1003333a100003a1a00003a1a
-- 037:223213003332130011133300111f300011133000111300001113000011130000 -- 037:223213003332130011133300111f300011133000111300001113000011130000
-- 038:000007ff0001117f0016171f0155175501561755155117555f7157555ff15755
-- 039:fffff700333f2000ffff7100555571105555716155557111555575ff555575ff
-- 040:005599110055991100ff533300fff511007fff110007f5110000311300003113
-- 041:479915504499155047333f7014113ff011113f70111130003311300003113000
-- 042:0035777f0001776600005777000000550088885508bbb84508bbb8448bb8b844
-- 043:77775300677500007750000055880000558b8000548bb800228bbb80428b8b80
-- 044:005a7f3f0057ff3f07f7ffff07757fdf077a57fd0575357f005a66a70006aa6f
-- 045:ff3f7a50ff3ff750fffff777ffdf7577ddf75a77ff75157577a66a50ff6aa600
-- 046:0005ffff00005ff3000005ff0017775500242777002121710024277100212171
-- 047:fff500003f500000f50000005771000077720000171200001772000017120000
-- 048:00323123003231430032314300313339000f3333000033300000333000033330 -- 048:00323123003231430032314300313339000f3333000033300000333000033330
-- 049:324303003443030034430300933313003333f000033300000333000003333000 -- 049:324303003443030034430300933313003333f000033300000333000003333000
-- 050:0003333000033330000333300003333000053530003311300031113000333330 -- 050:0003333000033330000333300003333000053530003311300031113000333330
-- 051:3333000033330000333300003333000035350000311330003111300033333000 -- 051:3333000033330000333300003333000035350000311330003111300033333000
-- 052:000031a1000031a100003a1a00003a1a00003333000003f3000003f300000330 -- 052:000031a1000031a100003a1a00003a1a00003333000003f3000003f300000330
-- 053:111300001113000011130000111300003333000003f3000003f3000003300000 -- 053:111300001113000011130000111300003333000003f3000003f3000003300000
-- 054:5ff7646607f59999000991330003993000099130000133300001221000011100
-- 055:666646ff999993f7339913000039930000991300001333000012210000111000
-- 056:0000311300003113000031130000311300003113000033330000165100001111
-- 057:0311300003113000031130000311300003113000033330000165100001111000
-- 058:8888b8445f78b8445f58884405031330000331300003133000053550000577f0
-- 059:218b8880428b87f5218885f5031330500331300003133000053550000577f000
-- 060:0056aa66001f6aaa001fa666007f6aaa00006aaa0000a666000007d7000001d1
-- 061:666aa650aaaa6f106666af10aaaa6f70aaaa60006666a000007d7000001d1000
-- 062:0024277700ff611100fff333005f533300003333000033300000333000001110
-- 063:77720000116f0000335ff000333f000033300000333000003330000001110000
-- 064:00000000000000000000011100003311000111170003317f000117ff00553333
-- 065:0000000000000000110000001110000077110000ff710000ff77000013330000
-- 066:00000000000000330000033300003333000033f7000035ff000535ff0007f333
-- 067:0000000030000000333300003333000037f30000ffff0000ffff0000f333f000
-- 068:000000000000000000000000000000000000000000000122000012440001447f
-- 069:00000000000000000000000000000000000000002210000044210000f7441000
-- 070:000000000000000000000333000038880003888800388881038388310338835f
-- 071:00000000000000003330000088880000883380003355380016665300f7ff7300
-- 072:0000000000000000000000550000055500005577000057ff00007f55000fff33
-- 073:0000000000000000555550005555550077777550ffffff507f755f703f333fff
-- 074:0000000000000011000001130000113100011313000131310013137c003131ff
-- 075:000000001110000013110000313110001313100031313100ffff7100fffff100
-- 076:0000000000000055000005550000055500005577000057ff0007ff55000fff99
-- 077:0000000055550000555550005555500075775500fffff5005f555f703f993ff0
-- 078:0000000000000000000000000000000000001111000014440000144400001555
-- 079:0000000000000000000000000000000011100000441000004410000055100000
-- 080:0077533f000ff77f0005fff500005ff70000015f0005f315005ff3ff00ff3333
-- 081:f33f0000f77f00005ff000007f500000f500000053f00000f3f50000333f0000
-- 082:000fff330005ffff000057f50000007f000333350031313f0031313303113133
-- 083:ff33f000ffff100055f10000ff70000055330000ff3130003331300033311300
-- 084:000447ff000fffff0007f33f000ff11f000f7fff0000ff750000042400001142
-- 085:ff744000ffff1000f33f7000f11f5000fff7f00057ff00004240000044110000
-- 086:038383390338833b038383130338337f0383835f003838350003838300003333
-- 087:99539900bb33bb0099513900fffff530ff66f1007fff53001555310033333000
-- 088:000f7ff300005fff000007ff0000007f0000021f000024410002444400124244
-- 089:fff3ff7ff1ffff50fffff700111f7000ffff1000111142004244442042442410
-- 090:005f5733005f1f2300015fff0000077f00011117001244210144414201421444
-- 091:ff33f500ff23f500fffff00011ff500077710000112410004442410042441410
-- 092:00005fff000005ff0000001f0000000100000114000018140000181400018114
-- 093:fffff500111f5000fff500001110000042411000424180004241810042411100
-- 094:00001fff00001f3f0000cf3f0000cfff00000cf3000023cc000131ff001f1f11
-- 095:ff1000003f1000003ff00000fff00000fc000000c3200000f13100001f1f1000
-- 096:00ff33330033133305f333330ff31333033333330f5313330ff1311107f13333
-- 097:333f0000333f5000333f5000333ff000333330003335f500111ff5003337f000
-- 098:03113133031131330333313303113131033331320555313107ff313307ff3131
-- 099:333113003331130033333300213113004233330021317f0033317f5001317500
-- 100:0002441400244441024444240242442414424424144144241441442414414424
-- 101:4144210014444200424444204244422042444241424441414244414142444141
-- 102:000333330033a3530032a353003a332303a23333032a333303a23333032a3333
-- 103:3333300055353300553533002232323033333130333332303333313333333233
-- 104:001441440014424400144144001441240017f311001ff133001fff330007f333
-- 105:4244142042442410424414204244122012113f7031333ff033333ff030333f00
-- 106:01421444014414440142144431421444011111110fff1a5a0ff755a505755a51
-- 107:44441410424414104444141042441410111111105a5a55f5a5a5a5f5111a5170
-- 108:0001181400018114000118140001811300011333005fff33000f773300055333
-- 109:424181104241181042418110222318101113310033335ff03333f77033335500
-- 112:0553333300033330000333000033330000333300003333000011110000121200
-- 113:3330000033300000333000003330000033300000333000001111000012120000
-- 114:05f5313103003131033311310311113103111131003111300003333000012120
-- 115:0131130001311300013113000131130001311300003113000033330000121200
-- 116:0fff242407f72211005544200002442000024420000244200002222000024440
-- 117:424441f1112227f1024425500244200002442000024420000222200002444000
-- 118:0333333307ff333307f733330070333000003330000033300000111000001110
-- 119:33333575333331f1333335750033300000333000003330000011100000111100
-- 120:0000033300000333000003330000033300000333000003330000033300000111
-- 121:0033300000333000003330000033300000333000003330000033300010111100
-- 122:005015a100001a51000015a100001a51000015a1000022510000924900009999
-- 123:0315a150001a51000015a100001a51000015a100002251000092490000999900
-- 124:0000033300000333000003330000033300000333000003330000033300000111
-- 125:0333000003330000033300000333000003330000033300000333000000111000
-- 129:0000000000000000000000000000000000000000011515101151515151515151
-- 144:0000000500000015000000150000057f000005ff0000017f0000331700073331
-- 145:1ffffff7ff0fff0fff1fff1fffffffffff7555fffffffffffff111ff57fffff7
-- 146:1000000071000000f5000000ff000000ff500000ff5000007513100051333700
-- 160:0077333303331333333313333331333333313333355133335ff513335ff71111
-- 161:1111111133333333333337333333373333333733333337333333373311117711
-- 162:133337003733133077731330333331333333313333333155333337ff1111175f
-- 176:0775333300031333000333130000333300001333000033330000033300000111
-- 177:3335773333333533333333331313131333333333300000033000000310000001
-- 178:3333357533331000331300001333000033310000333300003331000011110000
-- </SPRITES> -- </SPRITES>
-- <MAP> -- <MAP>
-- 000:ffffffffff0010201020102010201020102010201020102000ffffffffff40404040404087f3f3f3f397a7b7c7d7a7e7f70818a7b7c7d7a7b7c7d7a70b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 -- 000:ffffffffff0010201020102010201020102010201020102000ffffffffff40404040404087f3f3f3f397a7b7c7d7a7e7f70818a7b7c7d7a7b7c7d7a70b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
@@ -408,10 +306,10 @@
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00 -- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00 -- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
-- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000 -- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f10058a000000600 -- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100580000000600
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004 -- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000c40000000004
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100500000080800 -- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100400000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000 -- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000200000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000 -- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000 -- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000 -- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
@@ -433,10 +331,7 @@
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000 -- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000 -- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000 -- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:40088d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- </PATTERNS> -- </PATTERNS>
-- <TRACKS> -- <TRACKS>
-- 000:100001200001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 -- 000:100001200001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS> -- </TRACKS>

View File

@@ -1,8 +1,8 @@
-- title: Definitely not an Impostor -- title: Definitely not an Impostor
-- name: impostor -- name: impostor
-- author: Teletype Games -- author: Teletype Games
-- desc: Life of a programmer -- desc: Life of a programmer in the Vector
-- site: https://git.teletype.hu/games/impostor -- site: https://git.teletype.hu/games/impostor
-- license: MIT License -- license: MIT License
-- version: 0.8 -- version: 0.1
-- script: lua -- script: lua

View File

@@ -7,10 +7,5 @@ Screen.register({
"go_to_sleep", "go_to_sleep",
"go_to_end", "go_to_end",
}, },
background = "bedroom", background = "bedroom"
draw = function()
if Context.home_norman_visible and Window.get_current_id() == "game" then
Sprite.draw_at("norman", 100, 80)
end
end
}) })

View File

@@ -9,19 +9,5 @@ Screen.register({
situations = { situations = {
"drink_coffee", "drink_coffee",
}, },
background = "office", background = "office"
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8)
Sprite.draw_at("dev_buddy", 15 * 8, 9 * 8)
Sprite.draw_at("dev_project_manager", 6 * 8, 4 * 8)
Sprite.draw_at("dev_hr_girl", 12 * 8, 4 * 8)
Sprite.draw_at("dev_introvert", -4 + 5 * 8, 9 * 8)
Sprite.draw_at("dev_extrovert", 20 * 8, 4 * 8)
Sprite.draw_at("dev_girl", 23 * 8, 5 * 8)
Sprite.draw_at("dev_boy", 10 * 8, 11 * 8 + 4)
Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4)
Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4)
end
end
}) })

View File

@@ -26,14 +26,10 @@ Screen.register({
local sw = Config.screen.width local sw = Config.screen.width
local cx = sw / 2 local cx = sw / 2
local norman_x = math.floor(sw * 0.75)
local norman_y = math.floor(Config.screen.height * 0.75)
local bar_w = math.floor(sw * 0.75) local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2) local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4 local bar_h = 4
Sprite.draw_at("norman", norman_x, norman_y)
Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white) Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed." local narrative = "reflecting on my past and present\n...\nboth eventually flushed."

View File

@@ -5,12 +5,5 @@ Screen.register({
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",
}, },
background = "street", background = "street"
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
end
end
}) })

View File

@@ -4,19 +4,6 @@ Screen.register({
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",
"start_discussion",
}, },
background = "street", background = "street"
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
Sprite.draw_at("matrix_trinity", 5 * 8, 11 * 8)
Sprite.draw_at("matrix_neo", 7 * 8, 11 * 8)
Sprite.draw_at("matrix_oraculum", 9 * 8, 12 * 8)
Sprite.draw_at("matrix_architect", 11 * 8, 11 * 8)
end
end
}) })

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_boy",
sprites = Sprite.generate_table(2, 3, 278, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_buddy",
sprites = Sprite.generate_table(2, 3, 286, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_extrovert",
sprites = Sprite.generate_table(2, 4, 330, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_girl",
sprites = Sprite.generate_table(2, 3, 284, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_guard",
sprites = Sprite.generate_table(3, 4, 384, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_guru",
sprites = Sprite.generate_table(2, 4, 264, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_hr_girl",
sprites = Sprite.generate_table(2, 4, 260, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_introvert",
sprites = Sprite.generate_table(2, 4, 332, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_operator",
sprites = Sprite.generate_table(2, 4, 326, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_project_manager",
sprites = Sprite.generate_table(2, 4, 328, -4, -4, 8, 8)
})

View File

@@ -2,32 +2,6 @@
local _sprites = {} local _sprites = {}
local _active_sprites = {} local _active_sprites = {}
local function draw_sprite_instance(sprite_data, params)
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
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
--- Registers a sprite definition. --- Registers a sprite definition.
--- @within Sprite --- @within Sprite
--- @param sprite_data table A table containing the sprite definition. --- @param sprite_data table A table containing the sprite definition.
@@ -50,29 +24,6 @@ function Sprite.register(sprite_data)
_sprites[sprite_data.id] = sprite_data _sprites[sprite_data.id] = sprite_data
end end
--- Generates a sprites table for a rectangular composite sprite.
--- @within Sprite
--- @param width number The number of sprites wide.<br/>
--- @param height number The number of sprites tall.<br/>
--- @param starting_s number The sprite index of the top-left tile.<br/>
--- @param x_base number The base x-offset for the leftmost column.<br/>
--- @param y_base number The base y-offset for the topmost row.<br/>
--- @param x_step number The x-offset increment per column.<br/>
--- @param y_step number The y-offset increment per row.<br/>
--- @return table The sprites table array.
function Sprite.generate_table(width, height, starting_s, x_base, y_base, x_step, y_step)
local sprites = {}
for row = 0, height - 1 do
for col = 0, width - 1 do
local s = starting_s + row * 16 + col
local x_offset = x_base + col * x_step
local y_offset = y_base + row * y_step
table.insert(sprites, { s = s, x_offset = x_offset, y_offset = y_offset })
end
end
return sprites
end
--- Schedules a sprite for drawing. --- Schedules a sprite for drawing.
--- @within Sprite --- @within Sprite
--- @param id string The unique identifier of the sprite.<br/> --- @param id string The unique identifier of the sprite.<br/>
@@ -108,34 +59,6 @@ function Sprite.hide(id)
_active_sprites[id] = nil _active_sprites[id] = nil
end end
--- Draws a sprite immediately without scheduling it.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.draw_at(id, x, y, colorkey, scale, flip_x, flip_y, rot)
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. id)
return
end
draw_sprite_instance(sprite_data, {
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
})
end
--- Draws all scheduled sprites. --- Draws all scheduled sprites.
--- @within Sprite --- @within Sprite
function Sprite.draw() function Sprite.draw()
@@ -145,8 +68,29 @@ function Sprite.draw()
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.") trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
_active_sprites[id] = nil _active_sprites[id] = nil
end end
if sprite_data then
draw_sprite_instance(sprite_data, params) 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
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end end
end end
end end

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "matrix_architect",
sprites = Sprite.generate_table(2, 4, 324, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "matrix_neo",
sprites = Sprite.generate_table(2, 4, 322, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "matrix_oraculum",
sprites = Sprite.generate_table(2, 3, 282, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "matrix_trinity",
sprites = Sprite.generate_table(2, 4, 320, -4, -4, 8, 8)
})

View File

@@ -1,23 +1,17 @@
Sprite.register({ Sprite.register({
id = "norman", id = "norman",
sprites = { sprites = {
{ s = 272, x_offset = -4, y_offset = -4 }, -- Body (sprite index 0)
{ s = 273, x_offset = 4, y_offset = -4 }, { s = 0, x_offset = 0, y_offset = 0 },
{ s = 288, x_offset = -4, y_offset = 4 }, -- Head (sprite index 1)
{ s = 289, x_offset = 4, y_offset = 4 }, { s = 1, x_offset = 0, y_offset = -8 },
{ s = 304, x_offset = -4, y_offset = 12 }, -- Left Arm (sprite index 2)
{ s = 305, x_offset = 4, y_offset = 12 } { s = 2, x_offset = -4, y_offset = 4 },
} -- Right Arm (sprite index 3, flipped)
}) { s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
-- Left Leg (sprite index 4)
Sprite.register({ { s = 4, x_offset = -2, y_offset = 8 },
id = "sleeping_norman", -- Right Leg (sprite index 5, flipped)
sprites = { { s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
{ s = 272, x_offset = 12, y_offset = -4, flip_y = 1 },
{ s = 273, x_offset = 12, y_offset = 4, flip_y = 1 },
{ s = 288, x_offset = 4, y_offset = -4, flip_y = 1 },
{ s = 289, x_offset = 4, y_offset = 4, flip_y = 1 },
{ s = 304, x_offset = -4, y_offset = -4, flip_y = 1 },
{ s = 305, x_offset = -4, y_offset = 4, flip_y = 1 }
} }
}) })

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "pizza_vendor",
sprites = Sprite.generate_table(2, 2, 334, -1, -8, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "sumphore",
sprites = Sprite.generate_table(2, 4, 258, -4, -4, 8, 8)
})

View File

@@ -27,6 +27,5 @@ function TIC()
if Context.game_in_progress then if Context.game_in_progress then
Meter.draw() Meter.draw()
Timer.draw() Timer.draw()
Glitch.draw()
end end
end end

View File

@@ -46,108 +46,36 @@ function UI.update_menu(items, selected_item)
return selected_item return selected_item
end end
--- Draws a bordered textbox with scrolling text.
--- @within UI
--- @param text string The text to display (multi-line supported).<br/>
--- @param box_x number The x-coordinate of the box.<br/>
--- @param box_y number The y-coordinate of the box.<br/>
--- @param box_w number The width of the box.<br/>
--- @param box_h number The height of the box.<br/>
--- @param scroll_y number The vertical scroll offset for the text (0 = top, increases to scroll up).<br/>
--- @param[opt] color number The text color (default: Config.colors.white).<br/>
--- @param[opt] bg_color number The background fill color (default: Config.colors.dark_grey).<br/>
--- @param[opt] border_color number The border color (default: Config.colors.white).<br/>
--- @param[opt] center_text boolean Whether to center each line inside the box. Defaults to false.<br/>
function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_color, border_color, center_text)
color = color or Config.colors.white
bg_color = bg_color or Config.colors.dark_grey
border_color = border_color or Config.colors.white
center_text = center_text or false
local padding = 4
local line_height = 8
local inner_x = box_x + padding
local inner_y = box_y + padding
local inner_center_x = box_x + (box_w / 2)
local visible_height = box_h - padding * 2
local lines = UI.word_wrap(text, 30)
local text_height = #lines * line_height
local base_y = inner_y
if center_text and text_height < visible_height then
base_y = inner_y + math.floor((visible_height - text_height) / 2)
end
rect(box_x, box_y, box_w, box_h, bg_color)
for i, line in ipairs(lines) do
local ly = base_y + (i - 1) * line_height - scroll_y
if ly >= inner_y and ly + line_height <= inner_y + visible_height then
if center_text then
Print.text_center(line, inner_center_x, ly, color)
else
Print.text(line, inner_x, ly, color)
end
end
end
rectb(box_x, box_y, box_w, box_h, border_color)
end
--- Wraps text. --- Wraps text.
--- @within UI --- @within UI
--- @param text string The text to wrap.<br/> --- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line.<br/> --- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return result table A table of wrapped lines. --- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line) function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end if text == nil then return {""} end
local lines = {}
local lines = {} for input_line in (text .. "\n"):gmatch("(.-)\n") do
local current_line = ""
local function trim(s) local words_in_line = 0
return (s:gsub("^%s+", ""):gsub("%s+$", "")) for word in input_line:gmatch("%S+") do
end words_in_line = words_in_line + 1
if #current_line == 0 then
local function previous_whitespace_index(s, target) current_line = word
if s:sub(target, target):match("%s") then elseif #current_line + #word + 1 <= max_chars_per_line then
return target current_line = current_line .. " " .. word
end else
table.insert(lines, current_line)
for i = target - 1, 1, -1 do current_line = word
if s:sub(i, i):match("%s") then end
return i end
end if words_in_line > 0 then
end table.insert(lines, current_line)
else
return nil table.insert(lines, "")
end
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local remaining = trim(input_line)
if remaining == "" then
table.insert(lines, "")
else
while #remaining > max_chars_per_line do
local split_at = previous_whitespace_index(remaining, max_chars_per_line)
local line = trim(remaining:sub(1, split_at))
if not split_at or line == "" then
line = remaining:sub(1, max_chars_per_line)
split_at = max_chars_per_line
end end
table.insert(lines, line)
remaining = trim(remaining:sub(split_at + 1))
end
table.insert(lines, remaining)
end end
end if #lines == 0 then
return {""}
if #lines == 0 then end
return {""} return lines
end
return lines
end end

View File

@@ -1,107 +0,0 @@
--- @section DiscussionWindow
local TEXTBOX_W = math.floor(Config.screen.width * 0.7)
local TEXTBOX_H = math.floor(Config.screen.height * 0.3)
local TEXTBOX_X = math.floor((Config.screen.width - TEXTBOX_W) / 2)
local TEXTBOX_Y = math.floor((Config.screen.height - TEXTBOX_H) / 2 - 8)
local TEXTBOX_MAX_CHARS = 30
local DISCUSSION_LINE_HEIGHT = 8
local PADDING = 4
local AUTO_SCROLL_DELAY = 12
local AUTO_SCROLL_STEP = 1
--- Draws the discussion window.
--- @within DiscussionWindow
function DiscussionWindow.draw()
GameWindow.draw()
local step = Discussion.get_current_step()
if not step then return end
UI.draw_textbox(
step.question,
TEXTBOX_X, TEXTBOX_Y,
TEXTBOX_W, TEXTBOX_H,
Context.discussion.scroll_y,
Config.colors.white,
Config.colors.dark_grey,
Config.colors.light_blue,
true
)
local answers = step.answers
if #answers > 0 then
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
local selected = answers[Context.discussion.selected_answer]
local label = selected.label
local answer_text_y = bar_y + 4
Print.text("<", 2, answer_text_y, Config.colors.light_blue)
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, answer_text_y, Config.colors.light_blue)
end
end
--- Updates the discussion window logic.
--- @within DiscussionWindow
function DiscussionWindow.update()
local step = Discussion.get_current_step()
if not step then return end
local lines = UI.word_wrap(step.question, TEXTBOX_MAX_CHARS)
local text_height = #lines * DISCUSSION_LINE_HEIGHT
local visible_height = TEXTBOX_H - PADDING * 2
local max_scroll = text_height - visible_height
if max_scroll < 0 then max_scroll = 0 end
if max_scroll > 0 then
if Context.discussion.auto_scroll then
Context.discussion.scroll_timer = Context.discussion.scroll_timer + 1
if Context.discussion.scroll_timer >= AUTO_SCROLL_DELAY then
Context.discussion.scroll_timer = 0
Context.discussion.scroll_y = Context.discussion.scroll_y + AUTO_SCROLL_STEP
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
end
else
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
end
if Input.up() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y - DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y < 0 then
Context.discussion.scroll_y = 0
end
elseif Input.down() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y + DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
local answers = step.answers
if #answers > 0 then
if Input.left() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer - 1)
elseif Input.right() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer + 1)
end
if Input.select() then
Audio.sfx_select()
local selected = answers[Context.discussion.selected_answer]
if selected.on_select then
selected.on_select()
end
Discussion.go_to_step(selected.next_step)
end
end
end

View File

@@ -1,4 +1,4 @@
--- @section EndWindow EndWindow = {}
--- Draws the end screen window. --- Draws the end screen window.
--- @within EndWindow --- @within EndWindow

View File

@@ -2,7 +2,9 @@
local _available_decisions = {} local _available_decisions = {}
local _selected_decision_index = 1 local _selected_decision_index = 1
local function draw_game_scene(underlay_draw) --- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Screen.get_by_id(Context.game.current_screen)
if not screen then return end if not screen then return end
if screen.background then if screen.background then
@@ -10,9 +12,6 @@ local function draw_game_scene(underlay_draw)
elseif screen.background_color then elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color) rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end end
if underlay_draw then
underlay_draw()
end
if not Context.stat_screen_active and #_available_decisions > 0 then if not Context.stat_screen_active and #_available_decisions > 0 then
Decision.draw(_available_decisions, _selected_decision_index) Decision.draw(_available_decisions, _selected_decision_index)
end end
@@ -21,19 +20,6 @@ local function draw_game_scene(underlay_draw)
screen.draw() screen.draw()
end end
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
draw_game_scene()
end
--- Draws the game window with a custom underlay.
--- @within GameWindow
--- @param underlay_draw function A draw callback rendered after the background but before overlays.<br/>
function GameWindow.draw_with_underlay(underlay_draw)
draw_game_scene(underlay_draw)
end
--- Updates the game window logic. --- Updates the game window logic.
--- @within GameWindow --- @within GameWindow
function GameWindow.update() function GameWindow.update()
@@ -45,13 +31,12 @@ function GameWindow.update()
end end
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Screen.get_by_id(Context.game.current_screen)
if not screen or not screen.update then return end
screen.update() screen.update()
-- Handle current situation updates -- Handle current situation updates
if Context.game.current_situation then if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation) local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and type(current_situation_obj.update) == "function" then if current_situation_obj and current_situation_obj.update then
current_situation_obj.update() current_situation_obj.update()
end end
end end

View File

@@ -26,6 +26,7 @@ end
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.new_game() function MenuWindow.new_game()
Context.new_game() Context.new_game()
GameWindow.set_state("game")
end end
--- Loads a game from the menu. --- Loads a game from the menu.

View File

@@ -4,14 +4,12 @@
function MinigameButtonMashWindow.init_context() function MinigameButtonMashWindow.init_context()
return { return {
bar_fill = 0, bar_fill = 0,
target_points = 100, max_fill = 100,
fill_per_press = 8, fill_per_press = 8,
base_degradation = 0.15, base_degradation = 0.15,
degradation_multiplier = 0.006, degradation_multiplier = 0.006,
button_pressed_timer = 0, button_pressed_timer = 0,
button_press_duration = 8, button_press_duration = 8,
instruction_text = "MASH Z!",
show_progress_text = true,
return_window = nil, return_window = nil,
bar_x = 20, bar_x = 20,
bar_y = 10, bar_y = 10,
@@ -37,9 +35,6 @@ function MinigameButtonMashWindow.init(params)
for k, v in pairs(params) do for k, v in pairs(params) do
defaults[k] = v defaults[k] = v
end end
if params.max_fill and not params.target_points then
defaults.target_points = params.max_fill
end
end end
Context.minigame_button_mash = defaults Context.minigame_button_mash = defaults
end end
@@ -83,11 +78,11 @@ function MinigameButtonMashWindow.update()
if Input.select() then if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration mg.button_pressed_timer = mg.button_press_duration
if mg.bar_fill > mg.target_points then if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.target_points mg.bar_fill = mg.max_fill
end end
end end
if mg.bar_fill >= mg.target_points then if mg.bar_fill >= mg.max_fill then
mg.win_timer = Config.timing.minigame_win_duration mg.win_timer = Config.timing.minigame_win_duration
return return
end end
@@ -100,7 +95,7 @@ function MinigameButtonMashWindow.update()
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
end end
if mg.focus_center_x then if mg.focus_center_x then
Focus.set_percentage(mg.bar_fill / mg.target_points) Focus.set_percentage(mg.bar_fill / mg.max_fill)
end end
end end
@@ -109,16 +104,14 @@ end
function MinigameButtonMashWindow.draw() function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
if mg.return_window == "game" then if mg.return_window == "game" then
GameWindow.draw_with_underlay(function() GameWindow.draw()
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
end)
end end
if not mg.focus_center_x then if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.target_points) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
local bar_color = Config.colors.light_blue local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
@@ -136,12 +129,10 @@ function MinigameButtonMashWindow.draw()
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end end
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color) Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
Print.text_center(mg.instruction_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
if mg.show_progress_text then local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
local points_text = math.floor(mg.bar_fill) .. "/" .. mg.target_points Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
Print.text_center(points_text, mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
end
if mg.win_timer > 0 then if mg.win_timer > 0 then
Minigame.draw_win_overlay() Minigame.draw_win_overlay()

View File

@@ -130,9 +130,7 @@ end
function MinigameRhythmWindow.draw() function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
if mg.return_window == "game" then if mg.return_window == "game" then
GameWindow.draw_with_underlay(function() GameWindow.draw()
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
end)
end end
if not mg.focus_center_x then if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
@@ -146,10 +144,12 @@ function MinigameRhythmWindow.draw()
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue) rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
local line_x = mg.bar_x + (mg.line_position * mg.bar_width) local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
Print.text_center( Print.text_center(
"Sleep Norman ... Sleep!", "Press Z when line is in green!",
Config.screen.width / 2, Config.screen.width / 2,
mg.bar_y + mg.bar_height + 14, mg.bar_y + mg.bar_height + 20,
Config.colors.light_grey Config.colors.light_grey
) )
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
@@ -160,7 +160,7 @@ function MinigameRhythmWindow.draw()
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end end
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color) Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
if mg.win_timer > 0 then if mg.win_timer > 0 then
Minigame.draw_win_overlay() Minigame.draw_win_overlay()

View File

@@ -4,25 +4,12 @@ local STATE_TEXT = "text"
local STATE_DAY = "day" local STATE_DAY = "day"
local STATE_CHOICE = "choice" 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 state = STATE_TEXT
local text_y = Config.screen.height local text_y = Config.screen.height
local text_speed = 0.4 local text_speed = 0.4
local day_timer = 0 local day_timer = 0
local day_display_frames = 120 local day_display_frames = 120
local selected_choice = 1 local selected_choice = 1
local text = DEFAULT_TEXT
local day_text_override = nil
local on_text_complete = nil
local choices = { local choices = {
{ {
@@ -33,6 +20,16 @@ local choices = {
}, },
} }
local text = [[
Misterious man appears
during your sleep.
He says nothing.
He doesn't need to.
He says nothing.
]]
--- Sets the scrolling text content. --- Sets the scrolling text content.
--- @within MysteriousManWindow --- @within MysteriousManWindow
--- @param new_text string The text to display. --- @param new_text string The text to display.
@@ -42,49 +39,22 @@ end
--- Starts the mysterious man window. --- Starts the mysterious man window.
--- @within MysteriousManWindow --- @within MysteriousManWindow
--- @param[opt] options table Optional window configuration.</br> function MysteriousManWindow.start()
--- 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 state = STATE_TEXT
text_y = Config.screen.height text_y = Config.screen.height
day_timer = 0 day_timer = 0
selected_choice = 1 selected_choice = 1
text = options.text or DEFAULT_TEXT
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide() Meter.hide()
Window.set_current("mysterious_man") Window.set_current("mysterious_man")
end 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() local function wake_up()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home") Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", { MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22, focus_center_x = Config.screen.width / 2,
focus_center_y = (Config.screen.height / 2) - 18, focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0, focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function() on_win = function()
Audio.music_play_wakingup()
Context.home_norman_visible = true
Meter.show() Meter.show()
Window.set_current("game") Window.set_current("game")
end, end,
@@ -109,11 +79,13 @@ function MysteriousManWindow.update()
end end
if text_y < -lines * 8 then if text_y < -lines * 8 then
go_to_day_state() state = STATE_DAY
day_timer = day_display_frames
end end
if Input.select() then if Input.select() then
go_to_day_state() state = STATE_DAY
day_timer = day_display_frames
end end
elseif state == STATE_DAY then elseif state == STATE_DAY then
day_timer = day_timer - 1 day_timer = day_timer - 1
@@ -145,7 +117,7 @@ function MysteriousManWindow.draw()
local x = (Config.screen.width - 132) / 2 local x = (Config.screen.width - 132) / 2
Print.text(text, x, text_y, Config.colors.light_grey) Print.text(text, x, text_y, Config.colors.light_grey)
elseif state == STATE_DAY then elseif state == STATE_DAY then
local day_text = day_text_override or ("Day " .. Context.day_count) local day_text = "Day " .. Context.day_count
Print.text_center( Print.text_center(
day_text, day_text,
Config.screen.width / 2, Config.screen.width / 2,

View File

@@ -33,6 +33,3 @@ Window.register("mysterious_man", MysteriousManWindow)
EndWindow = {} EndWindow = {}
Window.register("end", EndWindow) Window.register("end", EndWindow)
DiscussionWindow = {}
Window.register("discussion", DiscussionWindow)