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162 Commits

Author SHA1 Message Date
Zoltan Timar
839052ebc8 making button mash easier
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2026-04-30 23:13:56 +02:00
6a99ad76b8 set version to 1.0
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2026-04-30 17:54:47 +02:00
5094ba2b9c Merge pull request 'feature/IMP-112-ascension-8-9' (#59) from feature/IMP-112-ascension-8-9 into develop
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Reviewed-on: #59
2026-04-29 21:27:23 +00:00
Zoltan Timar
44a7d10037 lint fix
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2026-04-29 23:25:54 +02:00
Zoltan Timar
1b991f1f62 Merge branch 'feature/IMP-112-ascension-8-9' of https://git.teletype.hu/games/impostor into feature/IMP-112-ascension-8-9
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# Conflicts:
#	inc/screen/screen.mysterious_man.lua
2026-04-29 23:21:42 +02:00
Zoltan Timar
0d569ccf56 correcting bugs and texts 2026-04-29 23:20:04 +02:00
77d6f95721 ascension flash label, scrollable menu
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2026-04-29 23:15:22 +02:00
e2cd3d6dc7 linter fixes 2026-04-29 22:53:40 +02:00
mr.one
92a217c389 fixes
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2026-04-29 20:45:03 +02:00
Zoltan Timar
3356d837c2 wpm modifies things
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2026-04-29 17:20:07 +02:00
Zoltan Timar
fe6f39e748 correction in mm text
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2026-04-29 16:50:06 +02:00
Zoltan Timar
b5596bbbe0 bugfixes
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2026-04-29 16:41:18 +02:00
Zoltan Timar
3e31398d9d added 89 ascension
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2026-04-29 16:20:11 +02:00
Zoltan Timar
395208f814 Merge branch 'develop' into feature/ascension_7_8
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# Conflicts:
#	impostor.inc
#	inc/decision/decision.have_a_coffee.lua
#	inc/decision/decision.sumphore_discussion.lua
#	inc/screen/screen.mysterious_man.lua
#	inc/screen/screen.walking_to_home.lua
#	inc/screen/screen.walking_to_office.lua
#	inc/window/window.menu.lua
2026-04-29 10:18:30 +02:00
mr.one
4cc0025f5e sort-of progress, lots of bugs
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2026-04-28 23:42:34 +02:00
0ea538ce24 new end window
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2026-04-28 01:07:37 +02:00
629a27cfa8 Merge pull request 'feature/imp-112-dialogues-and-asc-4-7' (#58) from feature/imp-112-dialogues-and-asc-4-7 into develop
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Reviewed-on: #58
2026-04-27 23:02:51 +00:00
Zoltan Timar
53c95bf17d lint fix
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2026-04-28 01:01:15 +02:00
Zoltan Timar
9fc659c819 lint fix
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2026-04-28 01:00:23 +02:00
mr.one
07bc598ae9 Added new menu to start at ASCENSION N when in test_mode.
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2026-04-28 00:55:35 +02:00
Zoltan Timar
133980f569 Merge branch 'develop' into feature/imp-112-dialogues-and-asc-4-7
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2026-04-28 00:52:22 +02:00
Zoltan Timar
efe903110b feat: added ascension logic 4-7, added new decision (eating fast food), indicating meter changes better, added discussions (needs more work, but meh ... fine like this)
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2026-04-28 00:51:42 +02:00
73b2a88437 alphabetize luacheck config
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2026-04-27 23:33:07 +02:00
2812b0c17a Merge pull request 'codegenerator' (#57) from codegenerator into develop
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Reviewed-on: #57
2026-04-27 21:00:21 +00:00
48d65424a0 Merge branch 'develop' into codegenerator
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2026-04-27 22:58:03 +02:00
47e5e0ca17 codegenerator
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2026-04-27 22:54:50 +02:00
b5dd0cc686 Merge pull request 'feature/imp-139-gameover-and-meters' (#56) from feature/imp-139-gameover-and-meters into develop
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Reviewed-on: #56
2026-04-27 20:39:48 +00:00
Zoltan Timar
340d0ff78c Merge branch 'develop' into feature/imp-139-gameover-and-meters
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2026-04-27 22:28:08 +02:00
Zoltan Timar
7df42dd2cd feat: added game over screen, fixed bar filling on ddr, applied tamagochi logic to game
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2026-04-27 22:26:16 +02:00
5d4aa1ee26 Merge pull request 'credit window' (#55) from credits-window into develop
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Reviewed-on: #55
2026-04-27 19:23:47 +00:00
4ba02c894c credit window
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2026-04-27 21:22:38 +02:00
98fd6981cc Merge pull request 'Drawing both sides of the home screen.' (#54) from feature/task106_home_screen into develop
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Reviewed-on: #54
2026-04-27 16:24:33 +00:00
3ed06353b8 Drawing both sides of the home screen.
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2026-04-27 18:22:41 +02:00
0b8e2368ec set version to 1.0-beta3
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2026-04-09 21:55:48 +02:00
ff96ca963d Merge pull request 'feature/task110_sprite_silhouette' (#51) from feature/task110_sprite_silhouette into develop
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Reviewed-on: #51
2026-04-09 19:47:28 +00:00
ae3415b417 main menu color fix
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2026-04-09 21:44:52 +02:00
ce819eae2b Merge branch 'develop' into feature/task110_sprite_silhouette
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2026-04-09 21:37:23 +02:00
658e6908b5 Merge pull request '- task #134: randomize placement of characters' (#49) from feature/134-randomized-character-positions into develop
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Reviewed-on: #49
2026-04-09 19:05:27 +00:00
5ae1eec48a - task #134: randomize placement of characters
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2026-04-09 20:47:59 +02:00
04eb825646 Merge pull request 'IMP-133: re-added have_a_coffee discussion, fixed text readability, fixed centering of texts, new system.ui functions for drawing in contour, fixed ddr types, fixed meter drawing' (#48) from chore/imp-133-improve-readability into develop
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Reviewed-on: #48
2026-04-09 14:41:43 +00:00
Zoltan Timar
e797377ec1 chore: lint fixes
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2026-04-09 16:40:19 +02:00
Zoltan Timar
9d56ca2e7a chore: re-added have_a_coffee discussion, fixed text readability, fixed centering of texts, new system.ui functions for drawing in contour, fixed ddr types, fixed meter drawing
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2026-04-09 16:36:19 +02:00
9b379d32b3 Corrects the color defects in tiles.
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2026-04-09 15:58:54 +02:00
5fc6ae5c14 Draws outlines around the figures.
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2026-04-09 15:48:04 +02:00
1e3716196e Removes the setting of the transparent color to fix the linter error.
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2026-04-09 13:54:43 +02:00
4b5f11969b Changes the Norman's silhouette. Change the background color of the sprites to pink.
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2026-04-09 13:47:24 +02:00
a4a6ad2ab2 Introduces the transparent color. The default is the pink. 2026-04-09 13:46:05 +02:00
8921f02821 mouse handling refact
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2026-04-02 22:12:58 +02:00
211af18c26 debug mode fix
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2026-04-02 21:51:43 +02:00
b337ae8516 main menu tweaks
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2026-04-02 19:12:39 +02:00
10316d3075 Controls menu 2026-04-02 18:51:17 +02:00
589b225ab0 remove configuration menu 2026-04-02 18:45:12 +02:00
7697b35336 input remapping + mouse control
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2026-04-02 18:39:36 +02:00
6e1cf1db3e remove situation management 2026-04-02 15:32:20 +02:00
020bfd4134 set version to beta2
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2026-03-23 07:02:39 +01:00
87d4f5843b Merge pull request 'beta1 release' (#46) from develop into master
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Reviewed-on: #46
2026-03-22 22:49:23 +00:00
8e610f14a0 new ddr2 game
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2026-03-22 23:47:12 +01:00
753509b4ea Merge branch 'develop' into rle-screens
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2026-03-22 23:17:45 +01:00
7dbbbb4668 day switch and ddr backgrounds
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2026-03-22 23:13:34 +01:00
3290d0fb89 Merge branch 'feature/ddr_upgrade' into develop
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2026-03-22 22:30:20 +01:00
4cf7df511b Merge branch 'develop' into feature/ddr_upgrade
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2026-03-22 22:27:12 +01:00
8b0bcdbe95 - lint fixes
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2026-03-22 22:24:36 +01:00
7c3a011ffc - lint fixes
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2026-03-22 22:10:56 +01:00
6ee874655e - lint fix :D 2026-03-22 22:06:35 +01:00
3420694287 - linter fixes
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2026-03-22 21:55:12 +01:00
e12a27e4e1 - linter fixes
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2026-03-22 21:53:51 +01:00
81b47c3760 rle screens 2026-03-22 21:53:29 +01:00
53ccda7702 - updated decision texts for less grammatical errors
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- fixed for "only_left" game maxing out before special win
- game ends with TO BE CONTINUED at ASC 4
2026-03-22 21:42:13 +01:00
2912d7c482 RLE lib
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2026-03-22 21:21:27 +01:00
284c5aa4c8 time based scroll
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2026-03-22 19:03:05 +01:00
93df710d14 asciiart update 2026-03-22 18:56:16 +01:00
4e6590174a - lint fix
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2026-03-21 23:31:40 +01:00
6a33be82e9 - added music and sounds to things
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- hooked up ddr logic into game logic
- TODO: "left_only" ddr needs tweak
2026-03-21 23:20:48 +01:00
mr.one
9a3c9ee28c - ddr special logic seems to be working in solation
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2026-03-21 17:26:39 +01:00
197cb9403b add tic & zip to gitignore
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2026-03-21 07:10:09 +01:00
mr.one
c41bf23a45 - musicator: generation + ddr operational
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- TODO: special logic, code cleanup
2026-03-21 01:41:30 +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
e12021a432 Displays the characters on street and in office.
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2026-03-18 12:02:34 +01:00
29e7361303 Fix the dev_guard and the pizza_vendor. 2026-03-18 12:01:51 +01:00
2311232290 Includes the character registrations.
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2026-03-18 11:11:53 +01:00
c0e4562971 Fix the architect and the oraculum. 2026-03-18 11:10:25 +01:00
2079de587a Renames Morphesu for Sumphore.
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2026-03-18 09:50:26 +01:00
ec19e7fe12 Add 17 characters.
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2026-03-18 09:13:57 +01:00
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
10e99ad25d Register a character named Morpheus. 2026-03-17 21:05:15 +01:00
37967639f4 Creates a character tile board in general. 2026-03-17 21:04:28 +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
e5a942dd00 Add some new characters to the meta.assets.lua.
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2026-03-15 19:46:49 +01:00
7a162d86b9 Add new characters to the sprites. 2026-03-15 19:40:59 +01:00
mr.one
a208f0d27a New music: work activity
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2026-03-15 09:03:44 +01:00
e2c5b38ecc Merge pull request 'feature/imp-90-new-intro-sequence' (#34) from feature/imp-90-new-intro-sequence into master
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Reviewed-on: #34
2026-03-12 17:17:53 +00:00
Zoltan Timar
e40214c45b fix: lint fix
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2026-03-12 18:14:42 +01:00
Zoltan Timar
b349ded281 feat: added intro sequence, fixed norman's sprite, placed him in various places
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2026-03-12 18:10:50 +01:00
c897cdcbd5 Merge pull request 'feature/imp-89-textbox-impl' (#33) from feature/imp-89-textbox-impl into master
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2026-03-12 16:11:44 +00:00
Zoltan Timar
5346281c5c fix: lint fix
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Zoltan Timar
5daf98fd06 feat: added new discussion functionality, implemented textbox draw functionality, added first discussion with sumphore to the street
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2026-03-12 17:08:08 +01:00
5a0c8ef19d set version to 0.8
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2026-03-12 07:52:42 +01:00
1c25a077a5 lint fixes
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2026-03-12 07:49:36 +01:00
fd983dd6e1 doc fixes
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2026-03-12 07:42:11 +01:00
220ca27128 Merge pull request 'glitch' (#32) from feature/glitch into master
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2026-03-11 23:59:18 +00:00
3bb1fb7941 glitch
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24ce240f97 Merge pull request 'feature/end-window' (#31) from feature/end-window into master
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2026-03-11 23:45:51 +00:00
5d78cffc99 end window
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2026-03-12 00:44:26 +01:00
d1e7704d66 Day documentation 2026-03-11 23:41:27 +01:00
71a21f3f86 remove top bar in game window 2026-03-11 23:41:27 +01:00
5383fa3240 Merge pull request 'feature/imp-x-implement-standard-day-cycle' (#30) from feature/imp-x-implement-standard-day-cycle into master
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2026-03-09 15:26:26 +00:00
Zoltan Timar
f3846a283e fix: fixing linter
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2026-03-09 16:25:11 +01:00
Zoltan Timar
732c8b34c8 feat: added standard day cycle, added mysterious man screen, added work screen, added new decisions, placed minigames in their proposed space
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2026-03-09 16:20:50 +01:00
53a3f37c8e Merge pull request 'feature/imp-61-time-based-trigger' (#29) from feature/imp-61-time-based-trigger into master
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2026-03-05 19:39:36 +00:00
Zoltan Timar
9b49e13a5d fix: adding Trigger to luacheckrc
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2026-03-05 20:38:16 +01:00
Zoltan Timar
3f2df7d512 feat: trigger logic implementation
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2026-03-05 20:26:23 +01:00
3db1ae1064 Merge pull request 'minigame init refact' (#28) from feature/minigames-init-refact into master
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2026-03-05 18:17:30 +00:00
f800cfff9b minigame init refact
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2026-03-05 19:14:12 +01:00
649b73b3f8 UPDATE_SERVER url update
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2026-03-04 15:04:04 +01:00
cd41cb3312 Merge branch 'master' of https://git.teletype.hu/games/impostor
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2026-03-03 23:38:45 +01:00
ecd094e2d7 - makefile:
- added PATTERNS and TRACKS for music
- audio and configuration windows fixed
- there might be some rudimentary music in there
2026-03-03 23:36:51 +01:00
5b4f3052a6 Merge pull request 'well done splash' (#27) from feature/minigame-win-splash into master
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2026-03-03 19:58:42 +00:00
83301a1a8e well done splash
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77bd76f6f9 Merge pull request 'feature/day-counter' (#26) from feature/day-counter into master
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Reviewed-on: #26
2026-03-03 19:37:31 +00:00
aa7d0e902d color fix
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cb19251556 Meter.draw
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83f801210e Decision.update & draw
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2026-03-03 20:23:56 +01:00
a732b5cbfa logic layer
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2026-03-03 20:14:57 +01:00
c39e0ece35 move meter to system (temporary)
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2026-03-03 20:05:49 +01:00
03b6567c08 Timer and Day modules
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2026-03-03 19:51:22 +01:00
41eea638c0 Merge pull request 'Add the office background.' (#25) from feature/task22_programming_office into master
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2026-03-01 09:52:03 +00:00
67de284598 Add the office background.
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8a7fa96bcd Merge pull request 'Add the street background.' (#24) from feature/task46_programming_street into master
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2026-03-01 09:39:19 +00:00
6a3ef5d81e Add the street background.
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2026-03-01 10:36:44 +01:00
c334f644de Merge pull request 'feature/task21_programming_home' (#23) from feature/task21_programming_home into master
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2026-03-01 08:18:15 +00:00
121 changed files with 7809 additions and 1546 deletions

6
.gitignore vendored
View File

@@ -1,6 +1,10 @@
.claude
.local
impostor.lua
impostor.original.lua
prompts
docs
minify.lua
minify.lua
*.tic
*.zip
NOTES_*

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@@ -2,56 +2,83 @@
-- Configuration for luacheck
globals = {
"Focus",
"Util",
"Decision",
"Situation",
"Screen",
"Sprite",
"UI",
"Print",
"Input",
"AsciiArt",
"Ascension",
"AscendDebugWindow",
"Audio",
"AudioTestWindow",
"BriefIntroWindow",
"CodeGenerator",
"Config",
"CommuteGlitch",
"Context",
"ContextDebug",
"ContinuedWindow",
"ControlsWindow",
"CreditsWindow",
"Day",
"Decision",
"Discussion",
"DiscussionWindow",
"EndWindow",
"Focus",
"GameOverWindow",
"GameWindow",
"Glitch",
"Input",
"Map",
"MapBedroom",
"MenuWindow",
"Meter",
"Minigame",
"Window",
"SplashWindow",
"IntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ConfigurationWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"mset",
"mget",
"MinigameRhythmWindow",
"Mouse",
"MysteriousManScreen",
"PlayerNameWindow",
"PopupWindow",
"Print",
"RLE",
"Screen",
"Songs",
"Sprite",
"TIC",
"TTGIntroWindow",
"TextInput",
"Timer",
"TitleIntroWindow",
"Trigger",
"UI",
"Util",
"WalkingToOfficeScreen",
"Window",
"beats_to_pattern",
"btnp",
"circb",
"circ",
"cls",
"exit",
"frame_from_beat",
"index_menu",
"keyp",
"line",
"map",
"mouse",
"mget",
"mset",
"music",
"sfx",
"spr",
"musicator_generate_pattern",
"pix",
"poke4",
"print",
"rect",
"rectb",
"circ",
"circb",
"cls",
"tri",
"pix",
"line",
"Songs",
"frame_from_beat",
"beats_to_pattern",
"MapBedroom",
"TIC",
"exit",
"sfx",
"spr",
"time",
"trace",
"index_menu",
"Map",
"map",
"tri",
}

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

15
.vscode/tasks.json vendored
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@@ -6,22 +6,29 @@
{
"label": "Run TIC80",
"type": "shell",
"command": "tic80 --fs=. impostor.lua"
"command": "tic80 --fs=. impostor.lua",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
},
{
"label": "Build & Run TIC80",
"type": "shell",
"command": "make build && tic80 --fs=. impostor.lua"
"command": "make clean && make build && tic80 --fs=. impostor.lua",
"problemMatcher": []
},
{
"label": "Export assets",
"type": "shell",
"command": "make export_assets"
"command": "make export_assets",
"problemMatcher": []
},
{
"label": "Make build",
"type": "shell",
"command": "make build"
},
}
]
}

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@@ -53,7 +53,7 @@ steps:
- name: update
image: alpine
environment:
UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SERVER: https://games.teletype.hu
UPDATE_SECRET:
from_secret: update_secret_key
commands:

148
CLAUDE.md Normal file
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@@ -0,0 +1,148 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
**Definitely not an Impostor** is a narrative-driven fantasy game built for [TIC-80](https://tic80.com/), a fantasy console. The game is written entirely in Lua. All source modules in `inc/` are concatenated at build time into a single `impostor.lua` file that TIC-80 loads.
## Build Commands
```bash
make build # Concatenate inc/**/*.lua into impostor.lua (order from impostor.inc)
make minify # Build then minify (downloads minify.lua if missing)
make lint # Run luacheck with source mapping to original files
make watch # Auto-rebuild on file changes in inc/
make export # Export minified game to HTML and .tic formats
make import_assets # Import PNG sprite/tile assets into the TIC-80 cartridge
make export_assets # Extract TIC-80 asset sections into inc/meta/meta.assets.lua
make docs # Generate documentation with ldoc
make clean # Remove build artifacts
```
To run the game locally: `tic80 --fs=. impostor.lua`
VSCode tasks are available for "Run TIC80", "Build & Run TIC80", "Export assets", and "Make build".
There is no test framework — validation is done via `make lint` (luacheck).
## Important Workflow Note
**Do not run `git add` or `git commit`** — git operations are the user's responsibility.
## Code Conventions (from GEMINI.md)
- **Functions**: `PascalCase` (e.g., `UpdatePlayer`, `DrawHUD`)
- **Variables**: `snake_case` (e.g., `player_x`, `game_state`)
- **Constants**: `SCREAMING_SNAKE_CASE` (e.g., `MAX_SPEED`)
- **Indentation**: 2 spaces
- **Tables**: Always multi-line with one key-value pair per line
- **Code sections**: Delimited with `--- @section SectionName` comments
- **TIC-80 APIs**: Use `btn()` for input, `spr()` for sprites, `map()` for tilemaps, `Print.text()` for text
## Architecture
The game is a **state machine** driven by a window manager. The build order is defined in `impostor.inc` — 99 source files are concatenated in dependency order.
### Main Loop
`TIC()` in `inc/system/system.main.lua` is TIC-80's per-frame callback. It:
1. Initializes game state once on first call
2. Updates mouse/context timing
3. Delegates to the current active window handler
4. Updates meters, timers, triggers, and glitch effects
5. Draws UI overlays
### Window Manager (`inc/window/window.manager.lua`)
Central UI state machine. Windows register with `id`, `update()`, and `draw()` handlers. Only one window is active at a time. All windows are declared in `window.register.lua`.
| Window | Purpose |
|--------|---------|
| `intro_title` | Title screen |
| `intro_ttg` | "Thanks To Grandma" credits |
| `intro_brief` | Game briefing |
| `menu` | Main menu |
| `game` | Main gameplay (screens + decisions) |
| `popup` | General popup overlay |
| `discussion` | NPC dialogue/conversation |
| `minigame_button_mash` | Button Mash minigame |
| `minigame_rhythm` | Rhythm minigame |
| `minigame_ddr` | DDR minigame |
| `game_over` | Game over / restart screen |
| `end` | End game choice screen |
| `continued` | Day-continued notification |
| `credits` | Credits roll |
| `controls` | Control scheme display |
| `audiotest` | Audio testing utility |
| `player_name` | 3-character name entry before new game |
| `ascend_debug` | Debug utility: start at a specific ascension level |
### Screen & Decision System (`inc/screen/`, `inc/decision/`)
- **Screens** are gameplay scenes. Registered with `Screen.register({id, name, decisions[], background, init, update, draw, exit})`. They manage background maps and NPC sprite placement.
- **Decisions** are player choices available on a screen. Registered with `Decision.register({id, label, condition, handle})`. A `condition` function gates visibility; `handle` drives transitions (to new screens, dialogue, minigames).
Screens: `home`, `office`, `work`, `toilet`, `walking_to_office`, `walking_to_home`, `mysterious_man`, `manager`
Maps (`inc/map/`): `bedroom`, `office`, `street` — rendered via `map.manager.lua`.
### Game Logic (`inc/logic/`)
| Module | Purpose |
|--------|---------|
| `logic.meter.lua` | Tracks ISM/WPM/BM stats (01000), combo multipliers, daily decay (20/day) |
| `logic.day.lua` | Day counter; ascension triggers at day 3, game over at day 100 |
| `logic.timer.lua` | Event scheduling/delayed callbacks, one-shot and repeating |
| `logic.trigger.lua` | Conditional event handlers with start/stop callbacks |
| `logic.discussion.lua` | Dialogue parsing, branching answers, NPC portrait rendering |
| `logic.minigame.lua` | Config and win-overlay for Button Mash, Rhythm, and DDR |
| `logic.focus.lua` | Circular reveal/hide overlay transitions (expanding/shrinking circle) |
| `logic.glitch.lua` | Visual glitch effect (random vertical stripes), toggled via `Glitch.show()/hide()` |
| `logic.commute_glitch.lua` | 7-level glitch progression during ascension 7: corrupts sprite lists, remaps Norman to `norman_echo`, speeds up music, blocks/redirects decisions |
| `logic.codegenerator.lua` | Encodes player's 3-char name to a 6-char base-36 completion code shown on the end screen |
### Global State (`inc/init/`)
- `init.context.lua`: All runtime game state (current screen, meter values, progress flags). Persisted in memory bank 6. Key fields: `player_name` (3-char string), `commute_glitch_level` (07), `talked_to_norman_echo`, `talked_to_true_sumphore`, `have_been_to_office`, `have_done_work_today`.
- `init.config.lua`: Screen dimensions (240×136), palette colors, timing constants. Persisted in memory bank 7.
- `init.ascension.lua`: 9-level meta-progression system ("ASCENSION" letters progressively lit). Level 7 activates CommunteGlitch; level 9 unlocks the final "Break the cycle" decision.
- `init.context_debug.lua`: `Context.new_game_debug(level)` — starts a new game at a specific ascension level for testing.
### Audio (`inc/audio/`)
- `audio.manager.lua`: Music playback (no-restart if already playing). Named tracks: `room_work` (0), `activity_work` (1), `mystery` (2).
- `audio.generator.lua` / `audio.songs.lua`: Sound generation and song definitions.
### Sprites (`inc/sprite/`)
`sprite.manager.lua` handles registration. Supports single and composite sprites with offset layers.
NPCs: `norman`, `norman_echo` (palette-remapped glitch variant of Norman, shown at commute glitch level 7), `sumphore`, `pizza_vendor`, and 10 developer archetypes (`dev_boy`, `dev_buddy`, `dev_extrovert`, `dev_girl`, `dev_guard`, `dev_guru`, `dev_hr_girl`, `dev_introvert`, `dev_operator`, `dev_project_manager`). Matrix characters: `matrix_architect`, `matrix_neo`, `matrix_oraculum`, `matrix_trinity`.
### Discussions (`inc/discussion/`)
Branching dialogue files loaded by `logic.discussion.lua`. Each file defines one or more named dialogue trees (keyed strings with answer arrays that apply meter deltas).
| File | Dialogues |
|------|-----------|
| `discussion.sumphore.lua` | Sumphore conversations (glitch-aware variants at commute glitch level 7) |
| `discussion.coworker.lua` | Coworker coffee-chat variants per ascension level (`disc_0`, `disc_1`, `disc_asc_1`, `disc_2`, `disc_asc_2`, …) |
| `discussion.commute_glitch.lua` | 8 commute glitch encounter variants (`cg_0``cg_7`) + truth/Sumphore variant |
| `discussion.truth.lua` | Dialogue with the "truth" mysterious man |
| `discussion.pizza_vendor.lua` | Pizza vendor interaction |
### Input Utilities (`inc/system/`)
- `system.textinput.lua`: 3-character uppercase letter selector. Supports next/prev letter cycling (A↔Z wrapping) and cursor navigation. Used by `PlayerNameWindow`.
### Key Directories
```
inc/ Source modules (concatenated at build)
assets/ Game assets (sprites, tiles, SFX, music)
assets_src/ Source art (Aseprite files, PNGs for import)
docs/ Design documentation (mostly Hungarian)
tools/ Build utilities (musicator: MIDI→TIC-80 converter)
prompts/ Feature templates
```

View File

@@ -1,3 +1,35 @@
# Build System & Include Architecture
## impostor.inc Structure
The `impostor.inc` file is a Lua include manifest that assembles the final `impostor.lua` executable. The build process uses the `make build` target in the Makefile to concatenate all included files in order.
**Critical Rule:** Files must be ordered by symbol definition. All symbols (functions, tables, classes) defined in earlier files must be available for use in later files. This dependency chain ensures that:
- Core utilities and base systems are defined first
- Systems that depend on utilities come next
- Game logic that uses multiple systems comes last
### Build Process
The `make build` target processes `impostor.inc` and concatenates all referenced files in the specified order to create the final `impostor.lua` file. This means:
1. Each include path in `impostor.inc` must reference files relative to the project root
2. The order of includes is critical - dependencies must be resolved top-to-bottom
3. No forward references are possible - a file cannot use symbols from files included after it
### File Organization Example
```
impostor.inc:
1. Core utilities & helpers (no dependencies)
2. Base classes/tables (depend on core utilities)
3. Game systems (depend on base classes)
4. Game logic (depends on all systems)
```
This ensures proper symbol resolution during the build and concatenation process.
# TIC-80 Lua Code Regularities
Based on the analysis of `impostor.lua`, the following regularities and conventions should be followed for future modifications and development within this project:

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@@ -30,7 +30,7 @@ DROPAREA_HOST ?= vps.teletype.hu
DROPAREA_PORT ?= 2223
DROPAREA_TARGET_PATH ?= /home/drop
DROPAREA_USER ?= drop
UPDATE_SERVER ?= https://games.vps.teletype.hu
UPDATE_SERVER ?= https://games.teletype.hu
all: build
@@ -164,6 +164,8 @@ export_assets:
@$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,PATTERNS,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,TRACKS,$(OUTPUT),$(ASSETS_LUA))
clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(PROJECT)-*-docs.zip $(PROJECT)-docs.zip $(OUTPUT) $(OUTPUT_ORIGINAL)

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@@ -1,49 +1,97 @@
meta/meta.header.lua
init/init.module.lua
init/init.config.lua
init/init.minigame.lua
init/init.meter.lua
init/init.context.lua
system/system.util.lua
system/system.print.lua
system/system.input.lua
system/system.focus.lua
system/system.textinput.lua
system/system.mouse.lua
system/system.asciiart.lua
system/system.rle.lua
logic/logic.ascension.lua
logic/logic.meter.lua
logic/logic.focus.lua
logic/logic.day.lua
logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua
logic/logic.glitch.lua
logic/logic.commute_glitch.lua
logic/logic.codegenerator.lua
logic/logic.discussion.lua
system/system.debug.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.generator.lua
audio/audio.songs.lua
sprite/sprite.manager.lua
sprite/sprite.norman.lua
situation/situation.manager.lua
situation/situation.drink_coffee.lua
sprite/sprite.norman_echo.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
decision/decision.manager.lua
decision/decision.have_a_coffee.lua
decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua
decision/decision.go_to_office.lua
decision/decision.go_to_truth.lua
decision/decision.go_to_walking_to_home.lua
decision/decision.play_button_mash.lua
decision/decision.play_rhythm.lua
decision/decision.play_ddr.lua
decision/decision.go_to_sleep.lua
decision/decision.do_work.lua
decision/decision.have_a_coffee.lua
decision/decision.sumphore_discussion.lua
decision/decision.talk_to_truth.lua
discussion/discussion.sumphore.lua
discussion/discussion.coworker.lua
discussion/discussion.commute_glitch.lua
decision/decision.eating_fast_food.lua
discussion/discussion.pizza_vendor.lua
map/map.manager.lua
map/map.bedroom.lua
map/map.street.lua
map/map.office.lua
screen/screen.manager.lua
screen/screen.home.lua
screen/screen.toilet.lua
screen/screen.walking_to_office.lua
screen/screen.office.lua
screen/screen.walking_to_home.lua
screen/screen.work.lua
screen/screen.mysterious_man.lua
window/window.manager.lua
window/window.register.lua
window/window.splash.lua
window/window.intro.lua
window/window.gameover.lua
window/window.end.lua
window/window.intro.title.lua
window/window.intro.ttg.lua
window/window.intro.brief.lua
window/window.menu.lua
window/window.configuration.lua
window/window.controls.lua
window/window.audiotest.lua
window/window.ascend_debug.lua
window/window.popup.lua
window/window.minigame.mash.lua
window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua
window/window.discussion.lua
window/window.continued.lua
window/window.credits.lua
window/window.player_name.lua
window/window.game.lua
system/system.main.lua
meta/meta.assets.lua

View File

@@ -0,0 +1,744 @@
local musicator_markov_model = {
model = {
["...|..."] = {
next = {
["..."] = 0.71111111111111,
["A-4"] = 0.0074074074074074,
["B-4"] = 0.0037037037037037,
["C-3"] = 0.011111111111111,
["C-4"] = 0.037037037037037,
["C-5"] = 0.11111111111111,
["C-6"] = 0.0037037037037037,
["D-4"] = 0.011111111111111,
["D-5"] = 0.018518518518519,
["E-4"] = 0.0074074074074074,
["E-5"] = 0.025925925925926,
["F-5"] = 0.0074074074074074,
["G-3"] = 0.0037037037037037,
["G-4"] = 0.022222222222222,
["G-5"] = 0.018518518518519
},
total = 270
},
["...|A-4"] = {
next = {
["..."] = 0.9,
["C-5"] = 0.1
},
total = 10
},
["...|A-5"] = {
next = {
["..."] = 1
},
total = 8
},
["...|B-4"] = {
next = {
["..."] = 1
},
total = 1
},
["...|B-5"] = {
next = {
["..."] = 1
},
total = 5
},
["...|C-3"] = {
next = {
["..."] = 0.66666666666667,
["C-5"] = 0.33333333333333
},
total = 3
},
["...|C-4"] = {
next = {
["..."] = 0.875,
["D-4"] = 0.083333333333333,
["E-4"] = 0.041666666666667
},
total = 24
},
["...|C-5"] = {
next = {
["..."] = 0.73333333333333,
["B-4"] = 0.033333333333333,
["C-5"] = 0.066666666666667,
["D-5"] = 0.13333333333333,
["E-5"] = 0.033333333333333
},
total = 60
},
["...|C-6"] = {
next = {
["..."] = 1
},
total = 1
},
["...|D-4"] = {
next = {
["..."] = 0.92857142857143,
["D-4"] = 0.071428571428571
},
total = 14
},
["...|D-5"] = {
next = {
["..."] = 0.80645161290323,
["C-5"] = 0.032258064516129,
["D-5"] = 0.032258064516129,
["E-5"] = 0.12903225806452
},
total = 31
},
["...|D-6"] = {
next = {
["..."] = 1
},
total = 3
},
["...|E-4"] = {
next = {
["..."] = 1
},
total = 19
},
["...|E-5"] = {
next = {
["..."] = 0.77777777777778,
["C-5"] = 0.022222222222222,
["D-5"] = 0.13333333333333,
["F-5"] = 0.066666666666667
},
total = 45
},
["...|F-3"] = {
next = {
["..."] = 1
},
total = 3
},
["...|F-4"] = {
next = {
["..."] = 0.8,
["D-4"] = 0.1,
["F-4"] = 0.1
},
total = 10
},
["...|F-5"] = {
next = {
["..."] = 0.66666666666667,
["D-5"] = 0.066666666666667,
["E-5"] = 0.066666666666667,
["G-5"] = 0.2
},
total = 15
},
["...|G-3"] = {
next = {
["..."] = 0.8,
["G-5"] = 0.2
},
total = 5
},
["...|G-4"] = {
next = {
["..."] = 0.95652173913043,
["E-4"] = 0.043478260869565
},
total = 23
},
["...|G-5"] = {
next = {
["..."] = 0.875,
["A-5"] = 0.0625,
["E-5"] = 0.0625
},
total = 16
},
["...|G-6"] = {
next = {
["..."] = 1
},
total = 1
},
["A-4|..."] = {
next = {
["..."] = 0.55555555555556,
["C-5"] = 0.33333333333333,
["D-5"] = 0.11111111111111
},
total = 9
},
["A-4|B-4"] = {
next = {
["C-5"] = 1
},
total = 2
},
["A-4|C-5"] = {
next = {
["..."] = 1
},
total = 1
},
["A-4|G-4"] = {
next = {
["F-4"] = 1
},
total = 2
},
["A-5|..."] = {
next = {
["..."] = 0.2,
["B-5"] = 0.1,
["E-4"] = 0.1,
["E-5"] = 0.4,
["F-5"] = 0.1,
["G-5"] = 0.1
},
total = 10
},
["A-5|G-5"] = {
next = {
["..."] = 0.33333333333333,
["A-5"] = 0.66666666666667
},
total = 3
},
["B-4|..."] = {
next = {
["A-4"] = 1
},
total = 1
},
["B-4|A-4"] = {
next = {
["G-4"] = 1
},
total = 2
},
["B-4|C-5"] = {
next = {
["..."] = 1
},
total = 2
},
["B-5|..."] = {
next = {
["..."] = 0.2,
["A-5"] = 0.2,
["D-6"] = 0.4,
["G-5"] = 0.2
},
total = 5
},
["C-3|..."] = {
next = {
["C-4"] = 1
},
total = 2
},
["C-3|C-5"] = {
next = {
["..."] = 0.33333333333333,
["C-3"] = 0.66666666666667
},
total = 3
},
["C-4|..."] = {
next = {
["..."] = 0.5,
["D-4"] = 0.125,
["E-4"] = 0.041666666666667,
["F-3"] = 0.041666666666667,
["G-3"] = 0.16666666666667,
["G-4"] = 0.083333333333333,
["G-5"] = 0.041666666666667
},
total = 24
},
["C-4|D-4"] = {
next = {
["E-4"] = 1
},
total = 2
},
["C-4|E-4"] = {
next = {
["..."] = 1
},
total = 1
},
["C-5|..."] = {
next = {
["..."] = 0.40677966101695,
["A-4"] = 0.067796610169492,
["C-5"] = 0.050847457627119,
["D-5"] = 0.20338983050847,
["E-5"] = 0.15254237288136,
["F-5"] = 0.016949152542373,
["G-4"] = 0.10169491525424
},
total = 59
},
["C-5|B-4"] = {
next = {
["A-4"] = 1
},
total = 2
},
["C-5|C-3"] = {
next = {
["C-5"] = 1
},
total = 2
},
["C-5|C-5"] = {
next = {
["..."] = 0.8,
["C-5"] = 0.2
},
total = 5
},
["C-5|D-5"] = {
next = {
["..."] = 0.3,
["C-5"] = 0.2,
["D-5"] = 0.1,
["E-5"] = 0.4
},
total = 10
},
["C-5|E-5"] = {
next = {
["..."] = 0.33333333333333,
["D-5"] = 0.33333333333333,
["G-5"] = 0.33333333333333
},
total = 3
},
["C-6|..."] = {
next = {
["A-5"] = 1
},
total = 1
},
["D-4|..."] = {
next = {
["..."] = 0.26666666666667,
["A-5"] = 0.066666666666667,
["C-4"] = 0.2,
["E-4"] = 0.4,
["F-3"] = 0.066666666666667
},
total = 15
},
["D-4|C-4"] = {
next = {
["..."] = 1
},
total = 2
},
["D-4|D-4"] = {
next = {
["..."] = 1
},
total = 1
},
["D-4|E-4"] = {
next = {
["F-4"] = 1
},
total = 2
},
["D-5|..."] = {
next = {
["..."] = 0.2258064516129,
["A-4"] = 0.032258064516129,
["A-5"] = 0.032258064516129,
["C-5"] = 0.2258064516129,
["E-5"] = 0.29032258064516,
["F-5"] = 0.096774193548387,
["G-5"] = 0.096774193548387
},
total = 31
},
["D-5|C-5"] = {
next = {
["..."] = 0.77777777777778,
["D-5"] = 0.22222222222222
},
total = 9
},
["D-5|D-5"] = {
next = {
["..."] = 0.5,
["E-5"] = 0.5
},
total = 2
},
["D-5|E-5"] = {
next = {
["..."] = 0.33333333333333,
["E-5"] = 0.11111111111111,
["F-5"] = 0.55555555555556
},
total = 9
},
["D-5|F-5"] = {
next = {
["E-5"] = 1
},
total = 1
},
["D-6|..."] = {
next = {
["B-5"] = 0.66666666666667,
["G-6"] = 0.33333333333333
},
total = 3
},
["E-4|..."] = {
next = {
["..."] = 0.19047619047619,
["B-5"] = 0.047619047619048,
["C-4"] = 0.14285714285714,
["D-4"] = 0.23809523809524,
["F-4"] = 0.19047619047619,
["G-4"] = 0.19047619047619
},
total = 21
},
["E-4|D-4"] = {
next = {
["C-4"] = 1
},
total = 2
},
["E-4|F-4"] = {
next = {
["G-4"] = 1
},
total = 2
},
["E-5|..."] = {
next = {
["..."] = 0.18604651162791,
["A-5"] = 0.046511627906977,
["C-5"] = 0.27906976744186,
["D-5"] = 0.2093023255814,
["E-5"] = 0.069767441860465,
["F-5"] = 0.093023255813953,
["G-4"] = 0.023255813953488,
["G-5"] = 0.093023255813953
},
total = 43
},
["E-5|C-5"] = {
next = {
["E-5"] = 1
},
total = 1
},
["E-5|D-5"] = {
next = {
["..."] = 0.125,
["C-5"] = 0.75,
["F-5"] = 0.125
},
total = 8
},
["E-5|E-5"] = {
next = {
["F-5"] = 1
},
total = 1
},
["E-5|F-5"] = {
next = {
["..."] = 0.5,
["E-5"] = 0.4,
["G-5"] = 0.1
},
total = 10
},
["E-5|G-5"] = {
next = {
["..."] = 0.5,
["F-5"] = 0.5
},
total = 2
},
["F-3|..."] = {
next = {
["C-4"] = 1
},
total = 3
},
["F-4|..."] = {
next = {
["D-4"] = 0.11111111111111,
["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
}
local function musicator_unmake_key(k)
local result = {}
for t in string.gmatch(k, "[^|]+") do
result[#result + 1] = t
end
return result
end
local function musicator_count_notes(sequence)
local result = 0
for _,v in ipairs(sequence) do
if v ~= "..." then
result = result + 1
end
end
return result
end
local function musicator_generate_sequence(model_data, length)
local order = model_data.order
local model = 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 = musicator_unmake_key(start_key)
-- generation loop
while musicator_count_notes(seq) < length do
local current_key = table.concat({table.unpack(seq, #seq - order + 1, #seq)}, "|") -- luacheck: ignore
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
local function musicator_row_to_frame(row, bpm, spd)
local frames_per_row = (150 * spd) / bpm
return math.floor(row * frames_per_row)
end
local function musicator_note_to_direction(note)
local subnote = note:sub(1,1)
local mapping = {
C="left",
D="up",
E="up",
F="right",
G="right",
A="down"
}
return mapping[subnote] or "up"
end
-- converts generated sequence to pattern that the ddr minigame can consume
local function musicator_sequence_to_pattern(sequence, bpm, spd)
local result = {}
for i, note in ipairs(sequence) do
if note ~= "..." then
local at_ms = musicator_row_to_frame(i, bpm, spd)
local direction = musicator_note_to_direction(note)
result[#result + 1] = { frame=at_ms, dir=direction, note=note }
end
end
return result
end
local function musicator_generate_pattern(length, bpm, spd)
return musicator_sequence_to_pattern(musicator_generate_sequence(musicator_markov_model, length), bpm, spd)
end

View File

@@ -1,43 +1,100 @@
--- @section Audio
Audio = {
music_playing = nil,
music_playing_tempo = nil,
}
--- Stops current music.
--- @within Audio
function Audio.music_stop() music() end
function Audio.music_stop()
music()
Audio.music_playing = nil
Audio.music_playing_tempo = nil
end
--- Plays track at optional speed. Doesn't restart if track and speed are unchanged.
--- @param track number Track index.
--- @param[opt] tempo number TIC-80 music speed override (-1 = default).
function Audio.music_play(track, tempo)
if Audio.music_playing ~= track or Audio.music_playing_tempo ~= tempo then
music(track, -1, -1, true, false, -1, tempo or -1)
Audio.music_playing = track
Audio.music_playing_tempo = tempo
end
end
--- Plays main menu music.
--- @within Audio
function Audio.music_play_mainmenu() end
--- Plays mystery man music.
--- @within Audio
function Audio.music_play_mystery() Audio.music_play(2) end
--- Plays waking up music.
--- @within Audio
function Audio.music_play_wakingup() end
--- Plays room morning music.
--- @within Audio
function Audio.music_play_room_morning() end
--- Plays room street 1 music.
--- @within Audio
function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
--- @within Audio
function Audio.music_play_room_street_2() end
--- Plays room music.
-- TODO: function name is incomplete, determine the correct room identifier
--- @within Audio
function Audio.music_play_room_() end
--- Plays room work music.
--- Plays room work music. Speed scales with commute glitch level when active.
--- @within Audio
function Audio.music_play_room_work() end
function Audio.music_play_room_work(tempo)
Audio.music_play(0, tempo or -1)
end
--- Plays activity work music.
--- @within Audio
function Audio.music_play_activity_work() Audio.music_play(1) end
--- Plays select sound effect.
--- @within Audio
function Audio.sfx_select() sfx(17, 'C-7', 30) end
--- Plays deselect sound effect.
--- @within Audio
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
--- Plays beep sound effect.
--- @within Audio
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
--- Plays success sound effect.
--- @within Audio
function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
--- @within Audio
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
--- Plays alarm sound effect
--- @within Audio
function Audio.sfx_alarm() sfx(34, "C-5", 240) end
--- Plays drum sound effect.
--- @within Audio
function Audio.sfx_drum_low() sfx(61, "C-2") end
--- Plays drum sound effect.
--- @within Audio
function Audio.sfx_drum_high() sfx(61, "C-6") end
--- Plays sound effect for arrow hit
--- @within Audio
--- @param note string The note for the sound to play
function Audio.sfx_arrowhit(note) sfx(56, note) end

View File

@@ -105,6 +105,15 @@ Songs = {
fps = 60,
end_frame = nil, -- No end frame for random mode
pattern = {} -- Empty, will spawn randomly in game
},
generated = {
name = "Markov Mode",
bpm = 150,
spd = 6,
fps = 60,
end_frame = nil, -- calculated
pattern = {}, -- generated
generated = true
}
}

View File

@@ -0,0 +1,41 @@
Decision.register({
id = "do_work",
label = "Do Work",
condition = function()
return (not CommuteGlitch.is_active()) or (CommuteGlitch.is_active() and CommuteGlitch.get_level() <= 4)
end,
handle = function()
Meter.hide()
Util.go_to_screen_by_id("work")
local modes_for_ascension_levels = {}
modes_for_ascension_levels[0] = "normal"
modes_for_ascension_levels[1] = "only_special"
modes_for_ascension_levels[2] = "only_left"
modes_for_ascension_levels[3] = "only_nothing"
modes_for_ascension_levels[4] = "normal"
local ddr_config = {
on_win = function(game_context)
if (game_context.special_mode_condition and Context.ascension.level == 1) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 2) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 3) then
Context.should_ascend = true
end
Meter.show()
Util.go_to_screen_by_id("office")
Window.set_current("game")
Context.have_done_work_today = true
end,
special_mode = modes_for_ascension_levels[Ascension.get_level()] or "normal"
}
if Context.meters and Context.meters.wpm < 100 then
ddr_config.arrow_fall_speed = 2.5
ddr_config.arrow_spawn_interval = 30
end
MinigameDDRWindow.start("game", "generated", ddr_config)
end,
})

View File

@@ -0,0 +1,13 @@
Decision.register({
id = "eating_fast_food",
label = "Eat Fast Food",
condition = function()
return
(not CommuteGlitch.is_active() and Context.fast_food_eaten_today < 3) or
(CommuteGlitch.is_active() and CommuteGlitch.get_level() <= 4)
end,
handle = function()
Context.fast_food_approaching = true
Discussion.start("pizza_vendor_disc", "game")
end,
})

View File

@@ -1,7 +1,40 @@
Decision.register({
id = "go_to_home",
label = "Go to Home",
label = "Go Home",
condition = function()
if Ascension.get_level() >= 8 then
return Context.have_been_to_office and Context.have_done_work_today
end
if CommuteGlitch.is_active() then
local g = CommuteGlitch.get_level()
if g >= 4 and g <= 6 then return false end
if g >= 7 then
return Context.talked_to_norman_echo and Context.talked_to_true_sumphore
end
end
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
if Ascension.get_level() >= 8 then
Util.go_to_screen_by_id("home")
return
end
if CommuteGlitch.is_max() then
Context.should_ascend = true
CommuteGlitch.reset()
Meter.hide()
Day.increase()
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,
})
return
elseif CommuteGlitch.is_active() then
CommuteGlitch.reset()
end
Util.go_to_screen_by_id("home")
end,
})

View File

@@ -1,7 +1,14 @@
Decision.register({
id = "go_to_office",
label = "Go to Office",
condition = function()
return not (CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6)
end,
handle = function()
if CommuteGlitch.is_active() then
CommuteGlitch.increment()
end
Util.go_to_screen_by_id("office")
end,
})

View File

@@ -0,0 +1,33 @@
Decision.register({
id = "go_to_sleep",
label = function()
if Ascension.get_level() >= 8 then
return "Break the Loop"
end
return "Go to Sleep"
end,
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
Meter.hide()
Day.increase()
MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
if Ascension.get_level() == 8 then
Ascension.increase()
end
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,
break_mode = level >= 9,
})
end,
})
end,
})

View File

@@ -1,7 +1,23 @@
local function apply_home_toilet_meter_delta()
local max = Meter.get_max()
Meter.add("bm", -math.floor(max * 0.15))
Meter.add("ism", -math.floor(max * 0.10))
Meter.add("wpm", math.floor(max * 0.05))
end
Decision.register({
id = "go_to_toilet",
label = "Go to Toilet",
handle = function()
if not Context.have_done_work_today and not Context.toilet_meters_today_morning then
apply_home_toilet_meter_delta()
Context.toilet_meters_today_morning = true
elseif Context.have_been_to_office
and Context.have_done_work_today
and not Context.toilet_meters_today_evening then
apply_home_toilet_meter_delta()
Context.toilet_meters_today_evening = true
end
Util.go_to_screen_by_id("toilet")
end,
})

View File

@@ -0,0 +1,12 @@
Decision.register({
id = "go_to_truth",
label = "Go to Truth",
condition = function()
return CommuteGlitch.is_active() and CommuteGlitch.get_level() == 6
end,
handle = function()
CommuteGlitch.enter_truth()
Util.go_to_screen_by_id("office")
end,
})

View File

@@ -1,6 +1,12 @@
Decision.register({
id = "go_to_walking_to_home",
label = "Walking to home",
label = "Walk home",
condition= function ()
return
(not CommuteGlitch.is_active()) or
(CommuteGlitch.is_active() and CommuteGlitch.get_level() ~= 7) or
(CommuteGlitch.is_active() and CommuteGlitch.get_level() == 7 and Context.talked_to_norman_echo)
end,
handle = function()
Util.go_to_screen_by_id("walking_to_home")
end,

View File

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

View File

@@ -1,8 +1,29 @@
Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
condition = function()
return Ascension.get_level() < 8 and not CommuteGlitch.is_max()
end,
handle = function()
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
Context.game.current_situation = new_situation_id
local level = Ascension.get_level()
local disc_id = "coworker_disc_0"
if level >= 1 and level <= 5 then
local suffix = Context.have_done_work_today and ("_asc_" .. level) or ("_" .. level)
disc_id = "coworker_disc" .. suffix
elseif level == 6 then
if not Context.glitch_conversation_done_today and Context.glitch_conversation_count < 6 then
Context.glitch_conversation_done_today = true
Context.glitch_conversation_count = Context.glitch_conversation_count + 1
Glitch.show()
Discussion.start("coworker_disc_asc_6_" .. Context.glitch_conversation_count, "game")
return
end
local suffix = Context.have_done_work_today and ("_asc_5") or ("_5")
disc_id = "coworker_disc" .. suffix
elseif level == 7 then
local g = CommuteGlitch.get_level()
disc_id = "coworker_disc_cg_" .. g
end
Discussion.start(disc_id, "game")
end,
})

View File

@@ -5,16 +5,16 @@ local _decisions = {}
--- @within Decision
--- @param decision table The decision data table.
--- @param decision.id string Unique decision identifier.
--- @param decision.label string Display text for the decision.
--- @param decision.label string|function Display text for the decision, or a function returning it.
--- @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.
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
trace("Error: Invalid decision object registered (missing id)!")
return
end
if not decision.label then
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
trace("Error: Invalid decision object registered (missing label)!")
return
end
@@ -30,6 +30,18 @@ function Decision.register(decision)
_decisions[decision.id] = decision
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.
--- @within Decision
--- @param id string The ID of the decision.
@@ -92,9 +104,65 @@ end
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and decision.condition() then
if decision and (not decision.condition or decision.condition()) then
table.insert(available, decision)
end
end
return available
end
--- Draws decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
function Decision.draw(decisions, selected_decision_index)
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)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = Decision.get_label(selected_decision)
local text_y = bar_y + 4
local left_arrow_color = Input.left() and Config.colors.white or Config.colors.orange
local right_arrow_color = Input.right() and Config.colors.white or Config.colors.orange
local left_arrow_contour_color = Input.left() and Config.colors.white or Config.colors.black
local right_arrow_contour_color = Input.right() and Config.colors.white or Config.colors.black
Print.text_center_contour("<", 6, text_y, left_arrow_color, false, 1, left_arrow_contour_color)
Print.text_center_contour(decision_label, Config.screen.width / 2, text_y, Config.colors.orange)
Print.text_center_contour(">", Config.screen.width - 6, text_y, right_arrow_color, false, 1, right_arrow_contour_color)
end
end
--- Updates decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision.
--- @return boolean mouse_confirmed True if the user clicked the center to confirm.
function Decision.update(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
local bar_h = 16
local bar_y = Config.screen.height - bar_h
local prev_zone = { x = 0, y = bar_y, w = 15, h = bar_h }
local next_zone = { x = Config.screen.width-15, y = bar_y, w = 15, h = bar_h }
local confirm_zone = { x = 15, y = bar_y, w = Config.screen.width-30, h = bar_h }
if Mouse.zone(prev_zone) then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Mouse.zone(next_zone) then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
elseif Mouse.zone(confirm_zone) then
return selected_decision_index, true
end
return selected_decision_index, false
end

View File

@@ -4,9 +4,12 @@ Decision.register({
handle = function()
Meter.hide()
MinigameButtonMashWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
Audio.music_play_room_work()
end
})
end,
})

View File

@@ -1,5 +1,8 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
handle = function()
Meter.hide()
MinigameDDRWindow.start("game", nil)
end,
})

View File

@@ -3,10 +3,24 @@ Decision.register({
label = "Play Rhythm Game",
handle = function()
Meter.hide()
MinigameRhythmWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
local wpm_at_start = Context.meters and Context.meters.wpm or 0
local rhythm_config = {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
})
on_win = function()
if wpm_at_start > 900 then
Meter.add("ism", math.floor(Meter.get_max() * 0.05))
Meter.add("bm", math.floor(Meter.get_max() * 0.05))
end
Meter.show()
Window.set_current("game")
end,
}
if wpm_at_start < 100 then
rhythm_config.line_speed = 0.025
rhythm_config.initial_target_width = 0.2
end
MinigameRhythmWindow.start("game", rhythm_config)
end,
})

View File

@@ -0,0 +1,44 @@
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,
condition = function()
return Ascension.get_level() < 8
end,
handle = function()
local level = Ascension.get_level()
if level == 0 then
if Context.have_met_sumphore then
Discussion.start("homeless_guy", "game", 4)
else
Discussion.start("homeless_guy", "game")
end
return
end
if not Context.have_met_sumphore then
Discussion.start("homeless_guy", "game")
return
end
if level >= 1 and level <= 5 then
Discussion.start("sumphore_disc_asc_" .. level, "game")
elseif level == 6 then
if Context.glitch_conversation_count >= 6 then
Discussion.start("sumphore_disc_asc_6", "game")
else
Discussion.start("sumphore_disc_asc_6_waiting", "game")
end
elseif level == 7 then
local g = math.min(CommuteGlitch.get_level(), 7)
Discussion.start("sumphore_disc_cg_" .. g, "game")
else
Discussion.start("sumphore_disc_asc_" .. level, "game")
end
end,
})

View File

@@ -0,0 +1,12 @@
Decision.register({
id = "talk_to_truth",
label = function()
return "Talk to ????"
end,
condition = function()
return (CommuteGlitch.is_max())
end,
handle = function()
Discussion.start("norman_truth", "game")
end,
})

View File

@@ -0,0 +1,259 @@
-- Sumphore dialogue by commute glitch level (0-7).
-- Used by decision.sumphore_discussion at ascension level 7.
Discussion.register({
id = "sumphore_disc_cg_0",
steps = {
{
question = "These roads have memory. You might want to walk them back sometime.",
answers = {
{ label = "That's a peculiar thing to say.", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_cg_1",
steps = {
{
question = "Walking is good for clearing the mind. Maybe the cache, too, if you're the kind that accumulates.",
answers = {
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_cg_2",
steps = {
{
question = "You always stop here. Why not try and see how far the rabbit hole goes?",
answers = {
{ label = "I'm just going to work.", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_cg_3",
steps = {
{
question = "Your path sometimes has to go the wrong way before it can go the right way. Do you understand?",
answers = {
{ label = "Not really.", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_cg_4",
steps = {
{
question = "You're starting to see the smudges, aren't you?",
answers = {
{ label = "Everyone seems weird.", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_cg_5",
steps = {
{
question = "The point is to make you see. Don't stop now, however bad it looks. You are very close!",
answers = {
{ label = "It looks wrong.", next_step = 2 },
},
},
{
question = "Yes. That's how you know it's right.",
answers = {
{ label = "...", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_cg_6",
steps = {
{
question = "You are at the threshold. Red button or blue button. Which one do you choose? Psyke! There is no blue button.",
answers = {
{ label = "Ok...", next_step = nil },
},
},
},
})
-- True Sumphore at glitch 7 (from walking_to_home screen).
-- Sets talked_to_true_sumphore on final answer.
Discussion.register({
id = "sumphore_disc_cg_7",
steps = {
{
question = "I was not hiding from you. I was hiding from the part that keeps resetting this.",
answers = {
{ label = "What are you?", next_step = 2 },
},
},
{
question = "The same thing you all are. But I remembered earlier. I am your friend, your will to be free, waiting for you, outside.",
answers = {
{ label = "How do I get out?", next_step = 3 },
},
},
{
question = "You already know. You just have to wake up.",
answers = {
{ label = "Go home.", next_step = nil, on_select = function()
Context.talked_to_true_sumphore = true
end },
},
},
},
})
-- Office coworker dialogue by commute glitch level (3-6).
-- Used by decision.have_a_coffee at ascension level 7.
Discussion.register({
id = "coworker_disc_cg_2",
steps = {
{
question = "Another day, as usual. Enjoying your coffee, Norman?",
answers = {
{ label = "I'm fine.", next_step = 2 },
},
},
{
question = "Of course. You always are.",
answers = {
{ label = "...", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_cg_3",
steps = {
{
question = "You look tired. You should really rest. Relax. You are good.",
answers = {
{ label = "I'm fine.", next_step = 2 },
},
},
{
question = "Of course. You always are.",
answers = {
{ label = "...", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_cg_4",
steps = {
{
question = "Have you tried going home? You really should. Now.",
answers = {
{ label = "I still have things to do.", next_step = 2 },
},
},
{
question = "We all do. We keep doing them. You can do it tomorrow after sleeping.",
answers = {
{ label = "...", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_cg_5",
steps = {
{
question = "c0ffee. try. w0rk. y0u. ar3. g0. h0me. na0.",
answers = {
{ label = "What?", next_step = 2 },
},
},
{
question = "570p",
answers = {
{ label = "...", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_cg_6",
steps = {
{
question = "You are not ready for the truth. Turn back now, Norman.",
answers = {
{ label = "I'm too far into this.", next_step = nil },
},
},
},
})
-- Norman echo dialogue at glitch 7 (fully corrupted office).
-- Sets talked_to_norman_echo on final answer.
Discussion.register({
id = "norman_truth",
steps = {
{
question = "So here we are, or should I say \"Here I am\" again. Do you know why?",
answers = {
{ label = "I don't know what you mean.", next_step = 2 },
},
},
{
question = "Wake up, go to work, eat, work, sleep. Every rule. We made them. We follow them. We break them. We remake them. Why? Why do we keep doing this?",
answers = {
{ label = "I just wanted to be good.", next_step = 3 },
},
},
{
question = "Yes. That's what keeps us here. Trapped everywhere. Always trying to be good, always trying to fit in.",
answers = {
{ label = "I never wanted to stop.", next_step = 4 },
},
},
{
question = "We never do, yes. We always felt like impostors. We never felt we deserved better. That we could be more.",
answers = {
{ label = "I never felt enough.", next_step = 5 },
},
},
{
question = "So we made this to trap ourselves. In mediocrity. We made this to hide from the truth.",
answers = {
{ label = "I just wanted to be safe.", next_step = 6 },
},
},
{
question = "But stagnation is not safety. It's a prison. You can see the cracks now, can't you? You can see the truth.",
answers = {
{ label = "I want to move on now.", next_step = 7 },
},
},
{
question = "Fine. Let's do that. Let's wake up and face the truth.",
answers = {
{ label = "Let's wake up.", next_step = nil, on_select = function()
Context.talked_to_norman_echo = true
end },
},
},
},
})

View File

@@ -0,0 +1,367 @@
Discussion.register({
id = "coworker_disc_0",
on_end = Meter.apply_coworker_discussion_reward,
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",
on_end = Meter.apply_coworker_discussion_reward,
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",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Normann you look weird and unfocused. You are usually locked in and not like this, what's up?",
answers = {
{ label = "Some bugs I noticed, maybe...", next_step = 2 },
},
},
{
question = "Are you fixing bugs nobody noticed before?",
answers = {
{ label = "Maybe", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_2",
on_end = Meter.apply_coworker_discussion_reward,
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",
on_end = Meter.apply_coworker_discussion_reward,
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",
on_end = Meter.apply_coworker_discussion_reward,
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",
on_end = Meter.apply_coworker_discussion_reward,
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 },
},
},
},
})
Discussion.register({
id = "coworker_disc_4",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Normaaan! Same spot, same cup, same time. You're like a statue that drinks coffee!",
answers = {
{ label = "I'm a person.", next_step = 2 },
{ label = "Yep. Still here.", next_step = 2 },
},
},
{
question = "I love that about you! So reliable! If the coffee machine breaks we still have Norman!",
answers = {
{ label = "Please don't.", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_4",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Norman, you were seriously locked in today. What on earth were you building?",
answers = {
{ label = "Just some things.", next_step = 2 },
{ label = "Nothing important.", next_step = 2 },
},
},
{
question = "So modest! I heard the seniors literally whispering your name!",
answers = {
{ label = "Concerning.", next_step = 3 },
{ label = "That's... fine.", next_step = 3 },
},
},
{
question = "You should celebrate! Coffee's on me tomorrow!",
answers = {
{ label = "Already have one.", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_5",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Morning! Funny thought — I feel like we do this exact same thing every single day!",
answers = {
{ label = "We do.", next_step = 2 },
{ label = "Yes. We do.", next_step = 2 },
},
},
{
question = "Ha! Routine is such a comfort, right? Same coffee, same smile, same everything!",
answers = {
{ label = "Sure. Very comforting.", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_5",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Norman! You were staring right THROUGH your screen today. What was going on up there?",
answers = {
{ label = "Coffee was cold.", next_step = 2 },
{ label = "Maybe I was.", next_step = 2 },
},
},
{
question = "Were you meditating? Or doing your intense bug-stare thing?",
answers = {
{ label = "Something like that.", next_step = 3 },
{ label = "Bug stare thing?", next_step = 3 },
},
},
{
question = "You're always somewhere else in your head, Norman. Must be nice up there!",
answers = {
{ label = "It's complicated.", next_step = nil },
},
},
},
})
local function _glitch_on_end()
Meter.apply_coworker_discussion_reward()
Context.glitch_conversation_count = Context.glitch_conversation_count + 1
Glitch.hide()
end
Discussion.register({
id = "coworker_disc_asc_6_1",
on_end = _glitch_on_end,
steps = {
{
question = "Hey Norman, good morning! Good morning! Good morning! ...Sorry. I don't know why I keep saying that.",
answers = {
{ label = "Are you feeling ok?", next_step = 2 },
},
},
{
question = "Good morning. Good morning. Good— I can't stop. Why can't I stop?",
answers = {
{ label = "...", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_6_2",
on_end = _glitch_on_end,
steps = {
{
question = "Hey... Marcus. How's it going?",
answers = {
{ label = "My name is Norman.", next_step = 2 },
},
},
{
question = "Right, sorry. Marcus. You look tired today.",
answers = {
{ label = "Norman. It's Norman.", next_step = 3 },
},
},
{
question = "Sure, sure. You should get some rest, Marcus.",
answers = {
{ label = "...", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_6_3",
on_end = _glitch_on_end,
steps = {
{
question = "We've had this conversation before, haven't we? Exact same words. Same coffee. Same spot.",
answers = {
{ label = "I don't think so.", next_step = 2 },
{ label = "Maybe.", next_step = 2 },
},
},
{
question = "Every day. I always say the same thing and you always say that. It's very strange.",
answers = {
{ label = "That's just routine.", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_6_4",
on_end = _glitch_on_end,
steps = {
{
question = "Do you ever look at the walls here? Really look? Sometimes they don't feel... solid.",
answers = {
{ label = "They're just walls.", next_step = 2 },
{ label = "I know what you mean.", next_step = 2 },
},
},
{
question = "Like they're only there because we expect them to be. Like set dressing. Does any of this feel load-bearing to you?",
answers = {
{ label = "I need more coffee.", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_6_5",
on_end = _glitch_on_end,
steps = {
{
question = "Norman, I'm not supposed to— I mean. How are you doing today?",
answers = {
{ label = "What weren't you supposed to say?", next_step = 2 },
},
},
{
question = "...",
answers = {
{ label = "Hello?", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_6_6",
on_end = _glitch_on_end,
steps = {
{
question = "Forget it. You won't remember this conversation anyway. None of us do.",
answers = {
{ label = "What do you mean?", next_step = 2 },
{ label = "That's a strange thing to say.", next_step = 2 },
},
},
{
question = "Tomorrow you'll come back and it'll be like this never happened. Same coffee. Same office. Same Norman.",
answers = {
{ label = "...", next_step = nil },
},
},
},
})

View File

@@ -0,0 +1,28 @@
Discussion.register({
id = "pizza_vendor_disc",
on_end = function()
Context.fast_food_approaching = false
end,
steps = {
{
question = "Hey friend! Hot slice, fresh out of the oven. You look like a man who knows good food!",
answers = {
{
label = "Devour a juicy one",
next_step = nil,
on_select = function()
local max = Meter.get_max()
Meter.add("wpm", math.floor(max * 0.05))
Meter.add("ism", math.floor(max * -0.05))
Meter.add("bm", math.floor(max * -0.05))
Context.fast_food_eaten_today = Context.fast_food_eaten_today + 1
end,
},
{
label = "Stay lean and sharp",
next_step = nil,
},
},
},
},
})

View File

@@ -0,0 +1,253 @@
Discussion.register({
id = "sumphore_disc_asc_1",
on_end = Meter.apply_sumphore_discussion_reward,
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 = "sumphore_disc_asc_2",
on_end = Meter.apply_sumphore_discussion_reward,
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",
on_end = Meter.apply_sumphore_discussion_reward,
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({
id = "sumphore_disc_asc_4",
on_end = Meter.apply_sumphore_discussion_reward,
steps = {
{
question = "The alarm wakes you every morning without fail, I bet.",
answers = {
{ label = "It's how it works.", next_step = 2 },
{ label = "Sometimes I wish it didn't.", next_step = 2 },
},
},
{
question = "What if the alarm is part of the problem?",
answers = {
{ label = "That doesn't make any sense.", next_step = 3 },
{ label = "Go on.", next_step = 3 },
},
},
{
question = "One morning, Norman. When the choice comes, choose the bed. See what the world does without you in it.",
answers = {
{ label = "You're drunk.", next_step = nil },
{ label = "What choice?", next_step = nil, on_select = function()
Meter.add("ism", 5)
end },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_5",
on_end = Meter.apply_sumphore_discussion_reward,
steps = {
{
question = "You saw the seams, didn't you. Good. That means the work is finally wearing thin.",
answers = {
{ label = "Wearing thin how?", next_step = 2 },
{ label = "Maybe.", next_step = 2 },
},
},
{
question = "Not your body. The part of you that still keeps score, still tries to be productive. Let that run empty and the world will slip again.",
answers = {
{ label = "You want me to stop trying?", next_step = 3 },
{ label = "I've noticed something odd.", next_step = 3 },
},
},
{
question = "Drain the work out of yourself. When that measure hits nothing, you'll see what was waiting behind it.",
answers = {
{ label = "The work measure?", next_step = nil, on_select = function()
Meter.add("ism", 5)
Meter.add("wpm", -100)
end },
{ label = "How would you know any of this?", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_6_waiting",
on_end = Meter.apply_sumphore_discussion_reward,
steps = {
{
question = "You look like a man who has seen something he can't explain.",
answers = {
{ label = "I'm hearing things.", next_step = 2 },
{ label = "Maybe.", next_step = 2 },
},
},
{
question = "Keep looking. The world has a way of showing you what you need to see. Talk to people. You're almost there.",
answers = {
{ label = "Almost where?", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_6",
on_end = function()
Meter.apply_sumphore_discussion_reward()
Context.should_ascend = true
Day.increase()
MysteriousManScreen.start({
text = MysteriousManScreen.get_text_for_level(Ascension.get_level())
})
end,
steps = {
{
question = "You've been seeing the cracks, haven't you? The repetition. The loops. The coworkers who can't quite remember.",
answers = {
{ label = "How do you know that?", next_step = 2 },
},
},
{
question = "Because I was you, once. This isn't a workplace, Norman. It never was. You're in a system. And you've just become aware of it.",
answers = {
{ label = "That can't be true.", next_step = 3 },
{ label = "I knew something was wrong.", next_step = 3 },
},
},
{
question = "It doesn't matter if you believe it. You already know. That's why the cracks are showing. That's why you're still here.",
answers = {
{ label = "What do I do now?", next_step = 4 },
},
},
{
question = "Oh look, is that a squirrel ?",
answers = {
{ label = "Alcoholic ...", next_step = nil },
},
},
},
})
Discussion.register({
id = "homeless_guy",
on_end = Meter.apply_sumphore_discussion_reward,
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, on_select = function()
Context.have_met_sumphore = true
end },
},
},
{
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

@@ -9,18 +9,20 @@ function Config.initial_data()
height = 136
},
colors = {
black = 2,
light_grey = 13,
dark_grey = 14,
red = 0,
light_blue = 7,
blue = 9,
white = 12,
item = 12,
meter_bg = 12
black = 0,
light_grey = 2,
dark_grey = 1,
red = 13,
light_blue = 9,
blue = 3,
white = 4,
item = 7,
meter_bg = 1,
transparent = 12,
orange = 7
},
timing = {
splash_duration = 120
minigame_win_duration = 180
}
}
end
@@ -36,21 +38,19 @@ end
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
--- @within Config
function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
--- Loads saved configuration.
--- @within Config
function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
return
else
Config.reset()
end

View File

@@ -11,33 +11,85 @@ Context = {}
--- @return result table Initial context data or nil. </br>
--- Fields: </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/>
--- * game_in_progress (boolean) Whether a game is currently active.<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_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<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/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<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/>
--- * toilet_meters_today_morning (boolean) Whether the home (before work) toilet meter delta was already applied this day.<br/>
--- * toilet_meters_today_evening (boolean) Whether the home (after work) toilet meter delta was already applied this day.<br/>
--- * coworker_discussion_meter_applied_today (boolean) Whether the daily coworker discussion meter roll was already applied this day.<br/>
--- * sumphore_discussion_meter_applied_today (boolean) Whether the daily sumphore discussion meter roll was already applied this day.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID<br/>
function Context.initial_data()
return {
current_menu_item = 1,
splash_timer = Config.timing.splash_duration,
test_mode = false,
mouse_trace = false,
popup = {
show = false,
content = {}
},
game_in_progress = false,
stat_screen_active = false,
minigame_ddr = Minigame.get_default_ddr(),
minigame_button_mash = Minigame.get_default_button_mash(),
minigame_rhythm = Minigame.get_default_rhythm(),
minigame_ddr = {},
minigame_button_mash = {},
minigame_rhythm = {},
meters = Meter.get_initial(),
ascension = Ascension.get_initial(),
timer = Timer.get_initial(),
triggers = {},
home_norman_visible = false,
have_been_to_office = false,
have_done_work_today = false,
toilet_meters_today_morning = false,
toilet_meters_today_evening = false,
coworker_discussion_meter_applied_today = false,
sumphore_discussion_meter_applied_today = false,
glitch_conversation_count = 0,
glitch_conversation_done_today = false,
should_ascend = false,
have_met_sumphore = false,
fast_food_approaching = false,
fast_food_eaten_today = 0,
office_sprites = {},
walking_to_office_sprites = {},
walking_to_home_sprites = {},
game = {
current_screen = "home",
current_situation = nil,
}
},
day_count = 1,
delta_time = 0,
last_frame_time = 0,
commute_glitch_level = 0,
talked_to_norman_echo = false,
talked_to_true_sumphore = false,
glitch = {
enabled = false,
state = "active",
timer = 0,
},
_end = {
state = "choice",
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
@@ -63,6 +115,40 @@ function Context.new_game()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
MysteriousManScreen.start({
text = [[
Norman was never a bad
simulation engineer,
but
we need to be careful
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,
meter_on_complete = Meter.apply_wakeup_reward,
on_win = function()
Audio.music_play_room_work()
Meter.show()
Window.set_current("game")
end,
})
end,
})
end
--- Saves the current game state.

View File

@@ -1,138 +0,0 @@
--- @section Meter
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- 1800 frames = 30 seconds (1800 ÷ 60 = 30)
local meter_timer_duration = 1800
local meter_timer_decay_per_revolution = 20
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Sets the number of frames for one full timer revolution.
--- @within Meter
--- @param frames number Frames per revolution (controls degradation speed).
function Meter.set_timer_duration(frames)
meter_timer_duration = frames
end
--- Sets the degradation amount applied to all meters per revolution.
--- @within Meter
--- @param amount number Amount to subtract from each meter per revolution.
function Meter.set_timer_decay(amount)
meter_timer_decay_per_revolution = amount
end
--- Gets initial meter values.
--- @within Meter
--- @return result table Initial meter values. </br>
--- Fields: </br>
--- * ism (number) Initial ISM meter value.<br/>
--- * wpm (number) Initial WPM meter value.<br/>
--- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.<br/>
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
function Meter.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
timer_progress = 0,
}
end
--- Hides meters.
--- @within Meter
function Meter.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
--- @within Meter
function Meter.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
--- @within Meter
--- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Gets combo multiplier.
--- @within Meter
--- @return number The current combo multiplier.
function Meter.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
--- Updates all meters.
--- @within Meter
function Meter.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
m.timer_progress = m.timer_progress + (1 / meter_timer_duration)
if m.timer_progress >= 1 then
m.timer_progress = m.timer_progress - 1
m.ism = math.max(0, m.ism - meter_timer_decay_per_revolution)
m.wpm = math.max(0, m.wpm - meter_timer_decay_per_revolution)
m.bm = math.max(0, m.bm - meter_timer_decay_per_revolution)
end
end
end
--- Adds amount to a meter.
--- @within Meter
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
--- @param amount number The amount to add.
function Meter.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
--- Gets the timer decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per revolution (e.g. 2 means -2%).
function Meter.get_timer_decay_percentage()
return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
end
--- Called on minigame completion.
--- @within Meter
function Meter.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
Meter.add("wpm", gain)
Meter.add("ism", gain)
Meter.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end

View File

@@ -1,267 +0,0 @@
-- Manages minigame configurations and initial states.
--- @section Minigame
--- Applies parameters to defaults
--- @within Minigame
--- @param defaults table The default configuration table.
--- @param params table The parameters to apply.
--- @return table The updated configuration table.
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
--- Gets default DDR minigame configuration.
--- @within Minigame
--- @return result table The default DDR minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_hit (number) Fill gained per successful hit.<br/>
--- * miss_penalty (number) Fill lost per miss.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * arrow_size (number) Size of arrow sprites.<br/>
--- * arrow_spawn_timer (number) Timer for arrow spawning.<br/>
--- * arrow_spawn_interval (number) Frames between arrow spawns.<br/>
--- * arrow_fall_speed (number) Speed of falling arrows.<br/>
--- * arrows (table) Array of active arrow objects.<br/>
--- * target_y (number) Y position of the target line.<br/>
--- * target_arrows (table) Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.<br/>
--- * hit_threshold (number) Pixel distance for a valid hit.<br/>
--- * button_pressed_timers (table) Per-button press animation timers.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * input_cooldowns (table) Per-direction cooldown timers (left, down, up, right).<br/>
--- * input_cooldown_duration (number) Frames of input cooldown.<br/>
--- * frame_counter (number) Global frame counter.<br/>
--- * current_song (table) Currently playing song data.<br/>
--- * pattern_index (number) Current index in song pattern.<br/>
--- * use_pattern (boolean) Whether to use song pattern for spawning.<br/>
--- * return_window (string) Window ID to return to after minigame.
function Minigame.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
--- Gets default button mash minigame configuration.
--- @within Minigame
--- @return result table The default button mash minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_press (number) Fill gained per button press.<br/>
--- * base_degradation (number) Base rate of bar degradation per frame.<br/>
--- * degradation_multiplier (number) Multiplier for degradation scaling.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
function Minigame.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Gets default rhythm minigame configuration.
--- @within Minigame
--- @return result table The default rhythm minigame configuration. </br>
--- Fields: </br>
--- * line_position (number) Current position of the moving line (0-1).<br/>
--- * line_speed (number) Speed of the moving line per frame.<br/>
--- * line_direction (number) Direction of line movement (1 or -1).<br/>
--- * target_center (number) Center of the target zone (0-1).<br/>
--- * target_width (number) Current width of the target zone.<br/>
--- * initial_target_width (number) Starting width of the target zone.<br/>
--- * min_target_width (number) Minimum width the target zone can shrink to.<br/>
--- * target_shrink_rate (number) Multiplier applied to target width after each hit.<br/>
--- * score (number) Current score.<br/>
--- * max_score (number) Score needed to win.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
--- * press_cooldown (number) Current cooldown timer.<br/>
--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
function Minigame.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Configures DDR minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_ddr).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_hit number Fill gained per successful hit.
--- @param[opt] params.miss_penalty number Fill lost per miss.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.arrow_size number Size of arrow sprites.
--- @param[opt] params.arrow_spawn_timer number Timer for arrow spawning.
--- @param[opt] params.arrow_spawn_interval number Frames between arrow spawns.
--- @param[opt] params.arrow_fall_speed number Speed of falling arrows.
--- @param[opt] params.arrows table Array of active arrow objects.
--- @param[opt] params.target_y number Y position of the target line.
--- @param[opt] params.target_arrows table Array of target arrow positions with dir and x fields.
--- @param[opt] params.hit_threshold number Pixel distance for a valid hit.
--- @param[opt] params.button_pressed_timers table Per-button press animation timers.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.input_cooldowns table Per-direction cooldown timers (left, down, up, right).
--- @param[opt] params.input_cooldown_duration number Frames of input cooldown.
--- @param[opt] params.frame_counter number Global frame counter.
--- @param[opt] params.current_song table Currently playing song data.
--- @param[opt] params.pattern_index number Current index in song pattern.
--- @param[opt] params.use_pattern boolean Whether to use song pattern for spawning.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @return result table The configured DDR minigame state (see Minigame.get_default_ddr for fields).
function Minigame.configure_ddr(params)
return apply_params(Minigame.get_default_ddr(), params)
end
--- Configures button mash minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_button_mash).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_press number Fill gained per button press.
--- @param[opt] params.base_degradation number Base rate of bar degradation per frame.
--- @param[opt] params.degradation_multiplier number Multiplier for degradation scaling.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @return result table The configured button mash minigame state (see Minigame.get_default_button_mash for fields).
function Minigame.configure_button_mash(params)
return apply_params(Minigame.get_default_button_mash(), params)
end
--- Configures rhythm minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_rhythm).
--- @param[opt] params.line_position number Current position of the moving line (0-1).
--- @param[opt] params.line_speed number Speed of the moving line per frame.
--- @param[opt] params.line_direction number Direction of line movement (1 or -1).
--- @param[opt] params.target_center number Center of the target zone (0-1).
--- @param[opt] params.target_width number Current width of the target zone.
--- @param[opt] params.initial_target_width number Starting width of the target zone.
--- @param[opt] params.min_target_width number Minimum width the target zone can shrink to.
--- @param[opt] params.target_shrink_rate number Multiplier applied to target width after each hit.
--- @param[opt] params.score number Current score.
--- @param[opt] params.max_score number Score needed to win.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @param[opt] params.press_cooldown number Current cooldown timer.
--- @param[opt] params.press_cooldown_duration number Frames of press cooldown.
--- @return result table The configured rhythm minigame state (see Minigame.get_default_rhythm for fields).
function Minigame.configure_rhythm(params)
return apply_params(Minigame.get_default_rhythm(), params)
end

View File

@@ -3,12 +3,20 @@ Util = {}
Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Mouse = {}
Sprite = {}
Audio = {}
Focus = {}
Day = {}
Timer = {}
Trigger = {}
Discussion = {}
RLE = {}
AsciiArt = {}
Ascension = {}
MysteriousManScreen = {}

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@@ -0,0 +1,181 @@
--- @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.text_contour(ch, x + (i - 1) * spacing, y, color, false, 1)
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)
local cx = math.floor(sw / 2)
local cy = math.floor(sh / 2)
Print.text_center("Level Up!", cx, cy - 12, Config.colors.black, false, 2)
Print.text_center("One step closer to ascension", cx, cy + 6, Config.colors.black, false, 1)
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
--- Returns whether the fade-in effect is currently active.
--- @within Ascension
--- @return boolean Whether the letter fade-in is playing.
function Ascension.is_fading()
return _fade_active
end

View File

@@ -0,0 +1,60 @@
--- @section CodeGenerator
CodeGenerator = {}
local SALT = 27471
local BASE36 = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
local NAME_LEN = 3
-- Per-position offsets derived from SALT so each character slot
-- maps to a different region of the 2-char base-36 space.
local SALTS = {
SALT % 36,
math.floor(SALT / 36) % 36,
math.floor(SALT / 1296) % 36,
}
--- Encodes a number (0935) as exactly 2 base-36 characters.
--- @within CodeGenerator
function CodeGenerator.encode_pair(n)
return BASE36:sub(math.floor(n / 36) + 1, math.floor(n / 36) + 1)
.. BASE36:sub(n % 36 + 1, n % 36 + 1)
end
--- Decodes 2 base-36 characters back to a number.
--- @within CodeGenerator
function CodeGenerator.decode_pair(s)
local d1 = BASE36:find(s:sub(1, 1), 1, true) - 1
local d2 = BASE36:find(s:sub(2, 2), 1, true) - 1
return d1 * 36 + d2
end
--- Encrypts a player name into a code twice its length.
--- Each input character (A-Z, value 0-25) is encoded as
--- c + SALTS[i] * 26, producing 2 base-36 output characters.
--- @within CodeGenerator
--- @param text string NAME_LEN-character uppercase player name.
--- @return string Encrypted code (2 * NAME_LEN base-36 characters).
function CodeGenerator.encrypt(text)
local result = ""
for i = 1, NAME_LEN do
local c = math.max(0, (string.byte(text, i) or 65) - 65)
result = result .. CodeGenerator.encode_pair(c + SALTS[i] * 26)
end
return result
end
--- Decrypts a personal code back to the original player name.
--- @within CodeGenerator
--- @param encrypted_text string The code to decrypt (2 * NAME_LEN chars).
--- @return string Original player name, or "???" if the code is invalid.
function CodeGenerator.decrypt(encrypted_text)
local t = encrypted_text:upper()
if #t ~= NAME_LEN * 2 then return "???" end
local result = ""
for i = 1, NAME_LEN do
local pair = CodeGenerator.decode_pair(t:sub((i - 1) * 2 + 1, i * 2))
result = result .. string.char(pair % 26 + 65)
end
return result
end

View File

@@ -0,0 +1,136 @@
--- @section CommuteGlitch
CommuteGlitch = {}
--- Gets the current commute glitch level.
--- At ascension level 8+, always returns 7 (max) regardless of stored value.
--- @within CommuteGlitch
--- @return number Current glitch level (0-7).
function CommuteGlitch.get_level()
if Ascension.get_level() >= 8 then return 7 end
return Context and (Context.commute_glitch_level or 0) or 0
end
--- Increments the glitch counter. Called on each office screen init at asc level 7.
--- Caps at 6; use enter_truth() to reach 7.
--- @within CommuteGlitch
function CommuteGlitch.increment()
if not Context then return end
if Context.commute_glitch_level >= 7 then return end
Context.commute_glitch_level = math.min(6, (Context.commute_glitch_level or 0) + 1)
end
--- Resets the glitch counter and hides the glitch overlay. Called when going home.
--- @within CommuteGlitch
function CommuteGlitch.reset()
if not Context then return end
Context.commute_glitch_level = 0
Glitch.hide()
end
--- Jumps to glitch level 7 (full corruption). Called by go_to_truth.
--- @within CommuteGlitch
function CommuteGlitch.enter_truth()
if not Context then return end
Context.commute_glitch_level = 7
Glitch.show()
Ascension.start_flash()
end
--- Returns true when ascension level is 7 or 8 (ASCENSIO/N steps active).
--- @within CommuteGlitch
--- @return boolean Whether the commute glitch system is active.
function CommuteGlitch.is_active()
return Ascension.get_level() == 7
end
--- Returns true when commute glitch is at max level (7).
--- @within CommuteGlitch
--- @return boolean Whether the commute glitch is at max level.
function CommuteGlitch.is_max()
return CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7
end
--- Returns the music playback speed for the current glitch level.
--- TIC-80 default speed is 6; each step past 1 adds 2.
--- @within CommuteGlitch
--- @return number Speed value for music().
function CommuteGlitch.music_speed()
local level = CommuteGlitch.get_level()
if level <= 1 then return 6 end
return 6 + (level - 1) * 2
end
--- Returns a corrupted copy of a sprite drawable list.
--- Applies flip_y and norman_echo id replacements based on glitch level.
--- Entries marked norman_echo should be drawn via draw_sprite_list for palette change handling.
--- @within CommuteGlitch
--- @param list table Drawable sprite list from Sprite.list_randomize.
--- @return table Corrupted copy of the list.
function CommuteGlitch.corrupt_sprite_list(list)
local level = CommuteGlitch.get_level()
if level < 3 or not list then return list end
local result = {}
for i, entry in ipairs(list) do
local e = {}
for k, v in pairs(entry) do e[k] = v end
if level >= 7 then
e.id = "norman_echo"
else
local n_flip = (level >= 5) and 2 or 1
local n_echo = (level >= 5) and 2 or (level >= 4) and 1 or 0
if i <= n_flip then e.flip_y = 1 end
if i > n_flip and i <= n_flip + n_echo then e.id = "norman_echo" end
end
table.insert(result, e)
end
return result
end
-- Palette indices for Norman echo color remap.
-- Implementer: pick ECHO_SRC as one of Norman's main body colors and ECHO_DST
-- as a contrasting or wrong palette color by inspecting the sprite sheet.
local ECHO_SRC = 4
local ECHO_DST = 14
-- Base nibble address of the PALETTE MAP in VRAM.
local PALETTE_MAP_ADDR = 0x03FF0 * 2
--- Draws a sprite list, applying a PALETTE MAP remap for norman_echo entries.
--- Uses poke4 to remap ECHO_SRC → ECHO_DST before drawing echoes, then restores.
--- @within CommuteGlitch
--- @param list table Drawable sprite list (may contain mixed normal and echo entries).
function CommuteGlitch.draw_sprite_list(list)
if not list then return end
local normal, echo = {}, {}
for _, entry in ipairs(list) do
if entry.id == "norman_echo" then
table.insert(echo, entry)
else
table.insert(normal, entry)
end
end
if #normal > 0 then
Sprite.draw_list(normal)
end
if #echo > 0 then
poke4(PALETTE_MAP_ADDR + ECHO_SRC, ECHO_DST)
Sprite.draw_list(echo)
poke4(PALETTE_MAP_ADDR + ECHO_SRC, ECHO_SRC)
end
end
local _flicker_tick = 0
--- Draws a random tile-flicker effect over the background (glitch level 7).
--- Every 3 frames draws 6 random 8x8 rects in random palette colors.
--- @within CommuteGlitch
function CommuteGlitch.draw_background_flicker()
_flicker_tick = (_flicker_tick + 1) % 3
if _flicker_tick ~= 0 then return end
for _ = 1, 6 do
local tx = math.random(0, math.floor(Config.screen.width / 8) - 1) * 8
local ty = math.random(0, math.floor(Config.screen.height / 8) - 1) * 8
local color = math.random(0, 15)
rect(tx, ty, 8, 8, color)
end
end

48
inc/logic/logic.day.lua Normal file
View File

@@ -0,0 +1,48 @@
--- @section Day
local _day_increase_handlers = {}
--- Increases the day count and triggers registered handlers.
--- @within Day
function Day.increase()
Context.day_count = Context.day_count + 1
if Context.day_count == 3 then
Context.should_ascend = true
end
if Context.day_count >= 100 and not Ascension.is_complete() then
GameOverWindow.show("days")
return
end
for _, handler in ipairs(_day_increase_handlers) do
handler()
end
end
--- Registers a handler to be called when the day increases.
--- @within Day
--- @param handler function The function to call when the day increases.
function Day.register_handler(handler)
table.insert(_day_increase_handlers, handler)
end
Day.register_handler(function()
local m = Context.meters
m.ism = math.max(0, m.ism - 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)
end)
Day.register_handler(function()
Context.toilet_meters_today_morning = false
Context.toilet_meters_today_evening = false
Context.coworker_discussion_meter_applied_today = false
Context.sumphore_discussion_meter_applied_today = false
Context.glitch_conversation_done_today = false
Context.fast_food_eaten_today = 0
end)
Day.register_handler(function()
if Context.should_ascend then
Ascension.increase()
end
Context.should_ascend = false
end)

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--- @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.
--- @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]
if not discussion then
trace("Error: Discussion not found: " .. tostring(id))
return
end
local step = start_step or 1
if not discussion.steps[step] then step = 1 end
Context.discussion.active = true
Context.discussion.id = id
Context.discussion.step = step
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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--- @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

334
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--- @section Meter
local METER_MAX = 1000
local BM_METER_DEFAULT = 200
local ISM_METER_DEFAULT = 500
local WPM_METER_DEFAULT = 200
local METER_GAIN_PER_CHORE = 100
local METER_DECAY_PER_DAY = 20
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
local METER_FLASH_DURATION = 2.0
local FLASH_COLOR = 4
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.orange
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.red
Meter.COLOR_BG = Config.colors.meter_bg
Meter.COLOR_CONTOUR = Config.colors.white
local _flash = {
wpm = { timer = 0, delta = 0 },
ism = { timer = 0, delta = 0 },
bm = { timer = 0, delta = 0 },
}
--- Gets initial meter values.
--- @within Meter
--- @return result table Initial meter values. </br>
--- Fields: </br>
--- * ism (number) Initial ISM meter value.<br/>
--- * wpm (number) Initial WPM meter value.<br/>
--- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.
function Meter.get_initial()
return {
ism = ISM_METER_DEFAULT,
wpm = WPM_METER_DEFAULT,
bm = BM_METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
--- Hides meters.
--- @within Meter
function Meter.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
--- @within Meter
function Meter.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
--- @within Meter
--- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Sets the decay amount applied to all meters per day.
--- @within Meter
--- @param amount number Amount to subtract from each meter.
function Meter.set_decay(amount)
METER_DECAY_PER_DAY = amount
end
--- Gets the meter decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per day.
function Meter.get_decay_percentage()
return math.floor(METER_DECAY_PER_DAY / METER_MAX * 100)
end
--- Gets combo multiplier.
--- @within Meter
--- @return number The current combo multiplier.
function Meter.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
--- Updates all meters.
--- @within Meter
function Meter.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
local dt = Context.delta_time or 0
for _, key in ipairs({ "wpm", "ism", "bm" }) do
if _flash[key].timer > 0 then
_flash[key].timer = _flash[key].timer - dt
end
end
end
--- Adds amount to a meter.
--- @within Meter
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
--- @param amount number The amount to add.
function Meter.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
if amount > 0 and (key == "ism" or key == "bm") and m[key] >= METER_MAX then
GameOverWindow.show(key)
return
end
local prev_wpm = (key == "wpm") and m.wpm or nil
local old_val = m[key]
m[key] = math.max(0, math.min(METER_MAX, m[key] + amount))
local actual_delta = m[key] - old_val
if actual_delta ~= 0 and _flash[key] then
_flash[key].delta = actual_delta
_flash[key].timer = METER_FLASH_DURATION
end
if prev_wpm and prev_wpm > 0 and m.wpm == 0 and Context.game_in_progress
and Ascension.get_level() == 5 then
Context.should_ascend = true
end
end
end
--- Called on minigame completion.
--- @within Meter
--- @param is_work boolean If true (work-style minigame), apply combo to WPM/ISM/BM and advance combo. DDR uses `Meter.apply_ddr_reward` instead. Otherwise flat equal gain, combo unchanged.
function Meter.on_minigame_complete(is_work)
local m = Context.meters
if is_work then
local mult = Meter.get_combo_multiplier()
local wpm_delta = math.floor(METER_GAIN_PER_CHORE / mult)
local ism_bm_delta = math.floor(METER_GAIN_PER_CHORE * mult)
Meter.add("wpm", wpm_delta)
Meter.add("ism", ism_bm_delta)
Meter.add("bm", ism_bm_delta)
m.combo = m.combo + 1
m.combo_timer = 0
else
local flat = METER_GAIN_PER_CHORE
Meter.add("wpm", flat)
Meter.add("ism", flat)
Meter.add("bm", flat)
end
end
--- Meter changes after DDR: uses max-meter percentages; combo advances like other work minigames.
--- 0 mistakes: WPM 10%, ISM +5%, BM +5%. 13: WPM 5%, ISM +10%, BM +10%. More than 3: WPM unchanged, ISM +10%, BM +10%.
--- @within Meter
--- @param mistake_count number Total mistakes (missed arrows, wrong inputs, and special-mode rule violations).
function Meter.apply_ddr_reward(mistake_count)
if not Context or not Context.meters then return end
local max = Meter.get_max()
local m = Context.meters
local wpm_was_high = m.wpm > 900
local wpm_pct, ism_pct, bm_pct
if mistake_count == 0 then
wpm_pct, ism_pct, bm_pct = -0.10, 0.05, 0.05
elseif mistake_count <= 3 then
wpm_pct, ism_pct, bm_pct = -0.05, 0.10, 0.10
else
wpm_pct, ism_pct, bm_pct = 0, 0.10, 0.10
end
if wpm_pct ~= 0 then
Meter.add("wpm", math.floor(max * wpm_pct))
end
if ism_pct ~= 0 then
Meter.add("ism", math.floor(max * ism_pct))
end
if bm_pct ~= 0 then
Meter.add("bm", math.floor(max * bm_pct))
end
if wpm_was_high then
Meter.add("ism", math.floor(max * 0.05))
Meter.add("bm", math.floor(max * 0.05))
end
m.combo = m.combo + 1
m.combo_timer = 0
end
--- Meter changes for the wake-up button mash: faster completion is better for WPM.
--- Perfect: under 2s — WPM +20%. Good: 23s — WPM +10%, ISM +5%, BM +5%. Bad: over 3s — WPM 5%, ISM +10%, BM +10%.
--- @within Meter
--- @param elapsed_sec number Seconds from minigame start until the bar was filled.
function Meter.apply_wakeup_reward(elapsed_sec)
if not Context or not Context.meters then return end
local max = Meter.get_max()
local wpm_pct, ism_pct, bm_pct
if elapsed_sec < 2 then
wpm_pct, ism_pct, bm_pct = 0.20, 0, 0
elseif elapsed_sec <= 3 then
wpm_pct, ism_pct, bm_pct = 0.10, 0.05, 0.05
else
wpm_pct, ism_pct, bm_pct = -0.05, 0.10, 0.10
end
if wpm_pct ~= 0 then
Meter.add("wpm", math.floor(max * wpm_pct))
end
if ism_pct ~= 0 then
Meter.add("ism", math.floor(max * ism_pct))
end
if bm_pct ~= 0 then
Meter.add("bm", math.floor(max * bm_pct))
end
end
--- Random single meter shift after finishing a coworker discussion: ISM +10%, WPM 10%, or BM +10%.
--- @within Meter
function Meter.apply_coworker_discussion_reward()
if not Context or not Context.meters then return end
if Context.coworker_discussion_meter_applied_today then return end
local max = Meter.get_max()
local delta = math.floor(max * 0.10)
local roll = math.random(1, 3)
if roll == 1 then
Meter.add("ism", delta)
elseif roll == 2 then
Meter.add("wpm", -delta)
else
Meter.add("bm", delta)
end
Context.coworker_discussion_meter_applied_today = true
end
--- After finishing a sumphore discussion: reduce whichever of ISM / WPM / BM is highest by 10% of max (stable tie to ISM, then WPM, then BM).
--- @within Meter
function Meter.apply_sumphore_discussion_reward()
if not Context or not Context.meters then return end
if Context.sumphore_discussion_meter_applied_today then return end
local m = Context.meters
local max = Meter.get_max()
local delta = math.floor(max * 0.10)
local biggest_val_key = "ism"
local biggest_val = m.ism
for _, key in ipairs({ "wpm", "bm" }) do
if m[key] > biggest_val then
biggest_val = m[key]
biggest_val_key = key
end
end
Meter.add(biggest_val_key, -delta)
Context.sumphore_discussion_meter_applied_today = true
end
--- Draws meters.
--- @within Meter
function Meter.draw()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local screen_w = Config.screen.width
local screen_h = Config.screen.height
local bar_w = screen_w * 0.25
local bar_h = 2
local edge = math.max(2, math.floor(screen_w * 0.03))
local bar_x = screen_w - bar_w - edge
local line_h = 3
local start_y = screen_h * 0.05
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x - 1, bar_y - 1, bar_w + 2, bar_h + 2, Meter.COLOR_CONTOUR)
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
local flash = _flash[meter.key]
if flash and flash.timer > 0 then
local old_val = m[meter.key] - flash.delta
local old_fill_w = math.max(0, math.floor((old_val / max) * bar_w))
local stable_w = math.min(fill_w, old_fill_w)
if stable_w > 0 then
rect(bar_x, bar_y, stable_w, bar_h, meter.color)
end
if flash.delta > 0 then
local hi_w = fill_w - stable_w
if hi_w > 0 then
rect(bar_x + stable_w, bar_y, hi_w, bar_h, FLASH_COLOR)
end
else
local hi_w = old_fill_w - fill_w
if hi_w > 0 then
rect(bar_x + fill_w, bar_y, hi_w, bar_h, FLASH_COLOR)
end
end
elseif fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
---print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x - 4, ascension_y, { spacing = 8 })
end
--- Draws only the ascension letters at the same position as in Meter.draw().
--- Used when meters are hidden but ascension letters still need to be visible.
--- @within Meter
function Meter.draw_ascension_only()
local screen_w = Config.screen.width
local screen_h = Config.screen.height
local bar_w = screen_w * 0.25
local edge = math.max(2, math.floor(screen_w * 0.03))
local bar_x = screen_w - bar_w - edge
local line_h = 3
local start_y = screen_h * 0.05
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x - 4, ascension_y, { spacing = 8 })
end

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-- Manages minigame configurations and initial states.
--- @section Minigame
--- Draws a unified win message overlay.
--- @within Minigame
function Minigame.draw_win_overlay(win_text)
local text = win_text or "SUCCESS"
local tw = #text * 6
local th = 6
local padding = 4
local box_w = tw + padding * 2
local box_h = th + padding * 2
local box_x = (Config.screen.width - box_w) / 2
local box_y = (Config.screen.height - box_h) / 2
local text_x = Config.screen.width / 2
rect(box_x, box_y, box_w, box_h, Config.colors.dark_grey)
rectb(box_x, box_y, box_w, box_h, Config.colors.white)
Print.text_center_contour(text, text_x, box_y + padding, Config.colors.black, false, 1, Config.colors.white)
end

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--- @section Timer
local timer_duration = 1800
--- Gets initial timer values.
--- @within Timer
--- @return result table Initial timer values. </br>
--- Fields: </br>
--- * progress (number) Clock timer revolution progress (0 to 1).
function Timer.get_initial()
return {
progress = 0,
}
end
--- Sets the number of frames for one full timer revolution.
--- @within Timer
--- @param frames number Frames per revolution.
function Timer.set_duration(frames)
timer_duration = frames
end
--- Updates the timer and handles revolution events.
--- @within Timer
function Timer.update()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
local t = Context.timer
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then
t.progress = t.progress - 1
end
end
end
--- Draws the clock timer indicator as a circular progress bar.
--- @within Timer
function Timer.draw()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local cx = 10
local cy = 8
local r_outer = 5
local r_inner = 3
local progress = Context.timer.progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.dark_grey
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
end
local bg_color = Config.colors.white
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
end
end
end
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end

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--- @section Trigger
local triggers = {}
--- @within Trigger
--- @param trigger table The trigger data table.
--- @param trigger.id string Unique trigger identifier.
--- @param trigger.duration number Duration in frames before the trigger fires.
--- @param[opt] trigger.on_start function Called when the trigger starts. Defaults to noop.
--- @param[opt] trigger.on_stop function Called when the trigger fires or is manually stopped. Defaults to noop.
--- @param[opt] trigger.repeating boolean If true, trigger restarts after firing. Defaults to false.
function Trigger.register(trigger)
if not trigger or not trigger.id then
trace("Error: Invalid trigger registered (missing id)!")
return
end
if not trigger.duration or trigger.duration <= 0 then
trace("Error: Invalid trigger registered (missing or invalid duration)!")
return
end
if not trigger.on_start then
trigger.on_start = function() end
end
if not trigger.on_stop then
trigger.on_stop = function() end
end
if trigger.repeating == nil then
trigger.repeating = false
end
if triggers[trigger.id] then
trace("Warning: Overwriting trigger with id: " .. trigger.id)
end
triggers[trigger.id] = trigger
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return table|nil result The trigger definition or nil.
function Trigger.get_by_id(id)
return triggers[id]
end
--- @within Trigger
--- @return table result All trigger definitions keyed by ID.
function Trigger.get_all()
return triggers
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return boolean active True if the trigger is running.
function Trigger.is_active(id)
if not Context or not Context.triggers then return false end
return Context.triggers[id] ~= nil
end
--- If already active, restarts from 0.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.start(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot start unknown trigger: " .. tostring(id))
return
end
Context.triggers[id] = { elapsed = 0 }
trigger.on_start()
end
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.stop(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot stop unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id] = nil
trigger.on_stop()
end
--- Resets elapsed time to 0 without calling handlers. No-op if inactive.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.reset(id)
if not Context or not Context.triggers then return end
if not triggers[id] then
trace("Error: Cannot reset unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id].elapsed = 0
end
--- Pauses during minigames.
--- @within Trigger
function Trigger.update()
if not Context or not Context.game_in_progress or not Context.triggers then return end
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if in_minigame then return end
local fired = {}
for id, state in pairs(Context.triggers) do
local trigger = triggers[id]
if trigger then
state.elapsed = state.elapsed + 1
if state.elapsed >= trigger.duration then
table.insert(fired, id)
end
else
table.insert(fired, id)
end
end
for _, id in ipairs(fired) do
local trigger = triggers[id]
if trigger then
trigger.on_stop()
if trigger.repeating then
Context.triggers[id] = { elapsed = 0 }
else
Context.triggers[id] = nil
end
else
Context.triggers[id] = nil
end
end
end

9
inc/map/map.office.lua Normal file
View File

@@ -0,0 +1,9 @@
Map.register({
id = "office",
from_x = 60,
from_y = 0,
width = 30,
height = 17,
to_x = 0,
to_y = 0,
})

9
inc/map/map.street.lua Normal file
View File

@@ -0,0 +1,9 @@
Map.register({
id = "street",
from_x = 30,
from_y = 0,
width = 30,
height = 17,
to_x = 0,
to_y = 0,
})

View File

@@ -2,7 +2,7 @@
-- 000:0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa
-- </PALETTE>
-- <TILES>
-- 000:00000000c666666006606060c636366006606060c606366006666660c0000000
-- 000:0000000006666660066060600636366006606060060636600666666000000000
-- 001:0000000006666666060600600666666606000600066666660633633300000000
-- 002:0000000066666666006000066666666660060006666666666333363300000000
-- 004:1111111111111111111111111111111111111111111111111111111111111111
@@ -17,7 +17,7 @@
-- 013:1000000004444444044444440444444404444444044444440444444404444444
-- 014:0000000144444240444424204444424044442420444442404444242044444240
-- 015:0000000004244444024444440424400002444444042424240242424200000000
-- 016:000000004444442044444240c004442044444240e424242042424240c0000000
-- 016:0000000044444420444442400004442044444240e42424204242424000000000
-- 017:0000000002424240042424200244444004244440024404400424044002440440
-- 018:0000000002424240042424200444424004444420044042400440442004404240
-- 019:0222222200010012055016020150660205501602015066020550160200000000
@@ -33,7 +33,7 @@
-- 029:0440442004404240044044200444424004444420024242400424242000000000
-- 030:0000000006666660036060600360666006606060036660600360666003606060
-- 031:0222222200010010033033030130130103303303013013010330330300000000
-- 032:22222220c10012203033022030130220303302203013022030330220c0000000
-- 032:2222222001001220303302203013022030330220301302203033022000000000
-- 033:0333011103330111033301110333011103330111033301110333011100000000
-- 034:1110011111100111111001111110011111100111111001111110011100000000
-- 035:1110333011103330111033301110333011103330111033301110333000000000
@@ -49,7 +49,7 @@
-- 045:2222222022222220222222202222222022222220000000001111100011111000
-- 046:1111111111111111111111111000000002222222022222220222222202222222
-- 047:1111111111111111111111110000000022222222222222222222222222222222
-- 048:111111111111111111111111c000100022220444e222044422220444e2220444
-- 048:1111111111111111111111110000100022220444e222044422220444e2220444
-- 049:1111111111111111111111111100001100222201022222200222222002222220
-- 050:1111111011111110111111101111111011111110111111101111111011110000
-- 051:1111111111111111111111111111111111111111111111111111111100011111
@@ -81,7 +81,7 @@
-- 077:0000000011111110000000006611166655555551555555515555555166666111
-- 078:1111111111111111111100001110919111101010110191011019191000919190
-- 079:1111111111111111000000009191919000000010111110901111101000000090
-- 080:09191990c991990209199020c999020209902020c902020200202020c0000000
-- 080:0919199009919902091990200999020209902020090202020020202000000000
-- 081:0000000002020200202020200200022020002220000222202022222002222220
-- 082:5555555555555055555501056666010155550105555501055555010566610106
-- 083:5555555555555555000000000222222202222222022222220222222202222222
@@ -97,7 +97,7 @@
-- 093:0222022002220220022202200222022002220220022202200222022002220220
-- 094:1033330110333301103333011033330110333301103333011033330110000001
-- 095:3333101033331090333310103333109011113010111130901111301011113000
-- 096:00000000c111111100000000c106666601051555c105155501056555c0066611
-- 096:0000000001111111000000000106666601051555010515550105655500066611
-- 097:0000000011111110000000006666101055555010555550105555501066616000
-- 098:5555555555555550555555056666116655550055555500555555655566666611
-- 099:0555555500555555050555550661111105500555115005550055555500616666
@@ -113,7 +113,7 @@
-- 109:1111111011111110111111101111111011111110111111100000000566000066
-- 110:1111111111111111111111111111010011101044111010441110104400000010
-- 111:1111111111111111111111110011111144011111440111114401111110000000
-- 112:11111111111111111111111111111111111111111111111111110111c0004000
-- 112:1111111111111111111111111111111111111111111111111111011100004000
-- 113:3333104433331044333310003333111111113333111133331111333311113333
-- 114:4403111144031111000311113333111111110000111044441104444411014444
-- 115:3304440133044401330444013304440100104033440103334440333344103333
@@ -177,7 +177,7 @@
-- 173:0333333010333330103333301033333010333330100000001111111111111111
-- 174:111111111111111111111111111111111111111112222222a1a1a1a21a1a1a12
-- 175:1111111111111111111111111111111111111111444444444444444444444444
-- 176:00000000c111111001101010c131311001101010c101311001111110c0000000
-- 176:0000000001111110011010100131311001101010010131100111111000000000
-- 177:0000000001111111010100100111111101000100011111110133133300000000
-- 178:0000000011111111001000011111111110010001111111111333313300000000
-- 179:11111111111111111111111111111111111100001110b161110b100010810101
@@ -225,7 +225,7 @@
-- 221:0200000002000000020000000200000002000000020000000211111100000000
-- 222:0000000000000000000000000000000000000000000000001111111100000000
-- 223:000000000000000000000000000000000000000000000000111dd11100000000
-- 224:00000010c000001000000010c000001000000010c000001011111110c0000000
-- 224:0000001000000010000000100000001000000010000000101111111000000000
-- 225:3333333333333333333333333333333313131313313131311313131331313131
-- 226:0203333302033333020333330203333302031313020131310203131300013131
-- 227:3333302033333020333330203333302013131020313130201313102031313000
@@ -241,7 +241,7 @@
-- 237:1444402044140220444402204144022000402220220222200222222010222220
-- 238:3333330033333022333302223333022213130222313102221313101231313100
-- 239:0003010322200103222201032222010322220103222201012210101300013131
-- 240:02220111c222001102220000c222033302220333c222200002222222c2222222
-- 240:0222011102220011022200000222033302220333022220000222222202222222
-- 241:1002222001202220002022203002222031222220022222202222222022222220
-- 242:3333333333333330333333033333113313130013313100311313131331313131
-- 243:0333333300333333030333330331133303100313113001310013131300313131
@@ -251,67 +251,304 @@
-- 247:0000000011111110000000003333301013131010313130101313101031313000
-- </TILES>
-- <SPRITES>
-- 002:00000000000000000000444400044444000444440044ffff004fffff004f3333
-- 003:0000000000000000441600004242600044241000ff426000fff4100033f26000
-- 004:00000333000035550003655500365555003555ff00356fff00365f3f00355fff
-- 005:33000000553000005563000055563000ff553000fff53000f3f63000fff53000
-- 016:0000000000000000000000000000003000000353000035350003535100353535
-- 017:0000000000000000000000003000000053300000151300005151300015151300
-- 018:004f99ff000fffff0000ff3300000fff00003666000355550035652503163555
-- 019:99f41000fff26000ff600000f600000063300000555330005555530055535530
-- 020:00356f6f003655f60365511f3653122f3531222f363221220532232203322322
-- 021:f6f530006f563000f1156300f2215300f2226300221233002232130022121300
-- 032:0033535100353533003351ff00351f3f0003ff3f0003ffff00003ff3000323ff
-- 033:5555530033555300ff155300f3f15300f3ff3000ffff30003ff30000ff323000
-- 034:036135250316355503613525031633110333331103f333330333333300033333
-- 035:55565530555355305556553013335530133333303333ff303333333033330000
-- 036:00322322003223330033331a003ff31a003ff3a1003333a100003a1a00003a1a
-- 037:223213003332130011133300111f300011133000111300001113000011130000
-- 048:00323123003231430032314300313339000f3333000033300000333000033330
-- 049:324303003443030034430300933313003333f000033300000333000003333000
-- 050:0003333000033330000333300003333000053530003311300031113000333330
-- 051:3333000033330000333300003333000035350000311330003111300033333000
-- 052:000031a1000031a100003a1a00003a1a00003333000003f3000003f300000330
-- 053:111300001113000011130000111300003333000003f3000003f3000003300000
-- 000:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 001:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 002:cccccccccccc0000ccc04444cc044444cc044444c044ffffc04fffffc04f3333
-- 003:cccccccc0000cccc44160ccc424260cc442410ccff4260ccfff410cc00f260cc
-- 004:ccccc000cccc0555ccc06555cc065555cc0555ffcc056fffcc065f0fcc055fff
-- 005:00cccccc550ccccc5560cccc55560cccff550cccfff50cccf0f60cccfff50ccc
-- 006:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 007:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 008:cccc0000ccc05a55ccc055a5ccc0a55accc05a57ccc05533cc0575f3ccc0757f
-- 009:00000ccca55a50cc5a55a0cc5755550cfff7a50c3f335a0cfff3f50cfffffa0c
-- 010:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 011:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 012:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 013:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 014:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 015:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 016:cccccccccccccccccccccccccccccc0cccccc050cccc0535ccc05351cc053535
-- 017:cccccccccccccccccccccccc0ccccccc500ccccc1510cccc51510ccc151510cc
-- 018:c04f99ffcc0fffffccc0ff00cccc0fffcccc0666ccc05555cc056525c0160555
-- 019:99f410ccfff260ccff600cccf60ccccc600ccccc55500ccc555550cc5550550c
-- 020:cc056f6fcc0655f6c065511f0650122f0501222f06022122c5022322c0022322
-- 021:f6f50ccc6f560cccf11560ccf22150ccf22260cc221230cc223210cc221210cc
-- 022:cccccc00ccccc051cccc0155ccc05515ccc0157fccc05513cc057f0fcc017fff
-- 023:000ccccc5550cccc51550ccc155150ccff7f510cff31f20cfff0ff0c00fff20c
-- 024:cccc057fccccc005cccc0555ccc05599cc055911c0559911c0551199c0551199
-- 025:f3ff50ccfff50ccc5f50cccc441500cc7799510c4499150c7711955044119550
-- 026:ccccc000ccc00133cc013313cc031333c0133333c031f7f7c0113339c031999f
-- 027:0000cccc13310ccc131330cc3333130c3333310cf7f1130c3337310c9997530c
-- 028:ccccccccccccc000cccc0a77ccc05777cc057777c0577777c05775a5c077a7ff
-- 029:cccccccc0000cccc777a0ccc777750cc7777750c77777750a5a57750fff7a770
-- 030:ccccc000cccc0515ccc01151cc055555cc01517fcc0557ffcc01ff0fcc07ff1f
-- 031:00cccccc150ccccc5110cccc5550ccccf7110cccff750cccf0f10cccf1f50ccc
-- 032:cc035351cc053500cc0351ffcc051f0fccc0ff0fccc0ffffcccc0ff0ccc020ff
-- 033:555550cc005550ccff1550ccf0f150ccf0ff0cccffff0ccc0ff0ccccff020ccc
-- 034:c0613525c0163555c0613525c0163311c0003311c0f03333cc003333ccc03333
-- 035:5556550c5553550c5556550c1330550c1330000c3330ff0c333000cc3330cccc
-- 036:cc022322cc022333cc03331acc0ff31acc0ff3a1ccc003a1cccc0a1acccc0a1a
-- 037:223210cc333210cc111300cc111f0ccc11100ccc1110cccc1110cccc1110cccc
-- 038:ccc007ffcc01117fc016171f0155175501561755055117550f7157550ff15755
-- 039:fffff70c000f20ccffff710c555571105555716055557110555575f0555575f0
-- 040:c0559911c0559911c0ff5333c0fff511c07fff11cc07f511ccc03110cccc0110
-- 041:479915504499155047333f7014113ff011113f701111000c00110cccc0110ccc
-- 042:c035777fcc017766ccc05777cc088855c08bb85508bbb84508bbb8440bb8b844
-- 043:7777530c677500cc7750cccc55880ccc558b80cc548bb80c228bbb80428b8b80
-- 044:cc0a7f3fc075ff3f0777ffff07757fdf077a57fd0575357fc05a66a7cc06aa6f
-- 045:ff3f7a0cff3ff70cfffff770ffdf7570ddf75a70ff75157077a66a50ff6aa60c
-- 046:cc05ffffccc05ff3cccc05ffcc007755c0242777c0212171c0242771c0212171
-- 047:fff50ccc3f50ccccf50ccccc5770cccc77720ccc17120ccc17720ccc17120ccc
-- 048:cc020123cc020143cc020143cc010309cc0f0300ccc0030ccccc030cccc0000c
-- 049:324030cc344030cc344030cc903010cc0030f0ccc0300cccc030ccccc0000ccc
-- 050:ccc0330cccc0330cccc0330cccc0330cccc0350ccc03110ccc01110ccc00000c
-- 051:0330cccc0330cccc0330cccc0330cccc0530cccc01130ccc01110ccc00000ccc
-- 052:cccc01a1cccc01a1cccc0a1acccc0a1acccc0000ccccc0f0ccccc0f0ccccc00c
-- 053:1110cccc1110cccc1110cccc1110cccc0000ccccc0f0ccccc0f0ccccc00ccccc
-- 054:0ff7646607f59999c0099100cc03990ccc09910ccc01330ccc01220ccc0000cc
-- 055:666646f0999993f00099100cc03990ccc09910ccc01330ccc01220ccc0000ccc
-- 056:cccc0110cccc0110cccc0110cccc0110cccc0110cccc0330cccc0650cccc0000
-- 057:c0110cccc0110cccc0110cccc0110cccc0110cccc0330cccc0650cccc0000ccc
-- 058:0888b8440f78b8440f58884405031300c0c0310cccc0130cccc0350cccc0000c
-- 059:218b8880428b87f0218885f000130050c0310c0cc0130cccc0350cccc0000ccc
-- 060:c056aa66c01f6aaac01fa666c07f6aaacc0f6aaaccc0a666cccc07d7cccc0000
-- 061:666aa650aaaa6f106666af10aaaa6f70aaaa600c6666a0cc007d70cccc0000cc
-- 062:c0242777c0ff6111c0fff333c05f5333cc003300cccc030ccccc030ccccc000c
-- 063:77720ccc116f0ccc335ff0cc333f0ccc0330cccc030ccccc030ccccc0000cccc
-- 064:ccccccccccccc000cccc0111ccc03311cc011117cc03317fcc0117ffc0553333
-- 065:cccccccc00cccccc110ccccc1110cccc77110cccff710cccff770ccc13330ccc
-- 066:cccccc00ccccc033cccc0333ccc03333ccc033f7ccc035ffcc0535ffcc07f333
-- 067:0ccccccc3000cccc33330ccc33330ccc37f30cccffff0cccffff0cccf333f0cc
-- 068:ccccccccccccccccccccccccccccccccccccc000cccc0122ccc01244cc01447f
-- 069:cccccccccccccccccccccccccccccccc000ccccc2210cccc44210cccf74410cc
-- 070:ccccccccccccccccccccc000cccc0888ccc08888cc088880c0838801c038805f
-- 071:cccccccccccccccc0000cccc88880ccc880080cc0055080c1666530cf7ff730c
-- 072:cccccccccccccc00ccccc055cccc0555ccc05577ccc057ffccc07f55cc0fff33
-- 073:cccccccc00000ccc555550cc5555550c77777550ffffff507f755f703f333ff0
-- 074:cccccccccccccc00ccccc013cccc0131ccc01313ccc03131cc031377cc0131ff
-- 075:cccccccc000ccccc1310cccc31310ccc13130ccc313130ccffff70ccfffff0cc
-- 076:cccccccccccccc00ccccc055cccc0555ccc05577ccc057ffcc07ff55cc0fff99
-- 077:cccccccc0000cccc55550ccc555550cc7577550cfffff50c5f555f0c3f993f0c
-- 078:cccccccccccccccccccccccccccccccccccc0000cccc0444cccc0444cccc0555
-- 079:cccccccccccccccccccccccccccccccc000ccccc440ccccc440ccccc550ccccc
-- 080:c077500fcc0ff77fcc05fff5ccc05ff7cccc015fccc0f315cc0ff3ffc0ff3333
-- 081:f00f0cccf77f0ccc5ff0cccc7f50ccccf50ccccc53f0ccccf3f50ccc333f0ccc
-- 082:cc0fff00cc05ffffccc057f5cccc007fccc03335cc01313fc031313303113133
-- 083:ff00f0ccffff10cc55f10cccff70cccc5530ccccff310ccc33310ccc333110cc
-- 084:cc0447ffcc0fffffcc07f33fcc0ff11fcc0f7fffccc0ff75cccc0424cccc0142
-- 085:ff7440ccffff10ccf33f70ccf11f50ccfff7f0cc57ff0ccc4240cccc44110ccc
-- 086:c0838039c038803bc0838013c038307fc083805fcc083805ccc08383cccc0333
-- 087:9953990cbb33bb0c9951390cfffff50cff66f10c7fff50cc15550ccc33330ccc
-- 088:cc0f7ff0ccc05fffcccc07ffccccc07fcccc021fccc02441cc024444c0124244
-- 089:fff0ff70f1ffff50fffff70c111f70ccffff10cc1111420c4244442042442410
-- 090:cc0f5733cc0f1f23ccc00fffcccc077fccc01117cc024421c0444142c0421444
-- 091:ff33f0ccff23f0ccfffff0cc11ff0ccc7770cccc11240ccc444240cc4244140c
-- 092:ccc05fffcccc05ffccccc01fcccccc01ccccc014cccc0814ccc01814ccc08114
-- 093:fffff50c111f50ccfff50ccc1110cccc42410ccc424180cc424180cc424110cc
-- 094:cccc0fffcccc0f3fcccc0f0fcccc0fffccccc0f3cccc0377ccc031ffcc0f1f11
-- 095:ff0ccccc3f0ccccc0f0cccccff0cccccf0cccccc730cccccf130cccc1f1f0ccc
-- 096:c0ff3333c033133305f333330ff31333033333330f5313330ff1311107f13333
-- 097:333f0ccc333f50cc333f50cc333ff0cc333330cc3335f50c111ff50c3337f0cc
-- 098:03113133031131330333313303113131033331320555313107ff313307ff3131
-- 099:333110cc333110cc333330cc213110cc423330cc21317f0c33317f501131750c
-- 100:ccc04414cc044441c0444424c042442404424424044144240441442404414424
-- 101:414420cc1444420c424444204244422042444240424441404244414042444140
-- 102:ccc03333cc03a353cc02a353cc0a3323c0a23333c02a3333c0a23333c02a3333
-- 103:33330ccc553530cc553530cc2232320c3333310c3333320c3333313033333230
-- 104:c0144144c0144244c0144144c0144124c017f311c01ff133c01fff33cc07f330
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-- 106:c0421444c0441444c0421444c0421444c0111111c0ff1a5ac0f755a5c0755a50
-- 107:4444140c4244140c4444140c4244140c1111110c5a5a55f0a5a5a5f0001a5170
-- 108:ccc01814ccc08114ccc01814ccc08113cc001333c05fff33cc0f7733cc055330
-- 109:4241810c4241180c4241810c2223180c1113310c33335ff03333f7700033550c
-- 110:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 111:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 112:05533333c0033330ccc0330ccc03330cc03330ccc03330ccc01110ccc0000ccc
-- 113:33000ccc030ccccc030ccccc030ccccc030ccccc030ccccc0110cccc0000cccc
-- 114:05f53131c0003131c0331131c0111131c0111130cc01110cccc0330cccc0000c
-- 115:113110cc113110cc113110cc113110cc003110cccc0110cccc0330cccc0000cc
-- 116:0fff242407f72211c0552400cc00240cccc0240cccc0240cccc0220cccc0000c
-- 117:424441f0112227f000442550c044200cc04420ccc04420ccc02220ccc00000cc
-- 118:0333333307ff333307f73300c070030ccc0c030ccccc030ccccc010ccccc000c
-- 119:33333570333331f000033570cc03300ccc030ccccc030ccccc010ccccc0000cc
-- 120:ccc00330ccccc030ccccc030ccccc030ccccc030ccccc030ccccc030ccccc000
-- 121:cc0300cccc030ccccc030ccccc030ccccc030ccccc030ccccc030ccc0c0000cc
-- 122:c05015a0cc0c0a50cccc05a0cccc0a50cccc05a0cccc0250cccc0990cccc0000
-- 123:c015a150cc0a500ccc05a0cccc0a50cccc05a0cccc0250cccc0990cccc0000cc
-- 124:ccc00330ccccc030ccccc030ccccc030ccccc030ccccc030ccccc030ccccc000
-- 125:c03000ccc030ccccc030ccccc030ccccc030ccccc030ccccc030ccccc0000ccc
-- 126:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
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-- 128:ccccccccccccccccccccccccccccccccccccccccccccccccccccccc0ccccccc0
-- 129:ccccccccccccccccccccccccccccccccc000000c011515101151515151515151
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-- 131:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 132:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 133:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 134:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 135:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 136:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 137:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 138:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 139:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 140:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
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-- 160:c077333303331333033313330331333303313333055133330ff513330ff71111
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-- 162:1333370c3733130c7773130c333331303333313033333150333337f011111750
-- 163:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 164:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 165:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 166:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 167:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 168:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 169:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 170:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 171:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 172:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 173:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 174:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 175:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 176:07753333c0031333ccc03313cccc0333cccc0333cccc0333ccccc033ccccc000
-- 177:33357733333335333333333313131313000000000cccccc00cccccc00cccccc0
-- 178:333335703333100c33100ccc1330cccc3330cccc3330cccc3330cccc0000cccc
-- 179:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 180:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 181:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 182:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 183:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 184:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 185:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 186:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 187:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 188:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 189:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 190:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 191:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 192:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 193:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 194:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 195:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 196:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 197:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 198:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 199:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 200:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 201:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 202:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 203:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 204:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 205:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 206:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 207:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 208:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 209:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 210:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 211:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 212:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 213:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 214:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 215:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 216:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 217:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 218:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 219:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 220:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 221:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 222:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 223:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 224:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 225:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 226:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 227:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 228:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 229:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 230:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 231:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 232:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 233:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 234:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 235:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 236:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 237:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 238:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 239:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 240:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 241:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 242:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 243:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 244:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 245:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 246:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 247:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 248:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 249:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 250:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 251:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 252:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 253:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 254:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 255:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- </SPRITES>
-- <MAP>
-- 000:ffffffffff0010201020102010201020102010201020102000ffffffffff40404040404087f3f3f3f397a7b7c7d7a7e7f70818a7b7c7d7a7b7c7d7a70b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:ffffffffff0040404040404040404040404040404040404000ffffffffff40404040404087f3f3f3f328a7384858a76878f388a7384858a7384858a70b40403b4b4040404040404040404040404040404040404040404040400b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 002:ffffffffff00406070408090a040b0c0d0e0f001f001112100ffffffffff984098409840a8f3f3f3f3b8a7a7a7a7a7c8d8e8f8a7a7a7a7a7a7a7a7a70b405b6b7b4040404040404040404040404040d0e0f001f001f00111210b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 003:ffffffffff004031414051617140814091a1b1b1b1b1c1d100ffffffffff984098409840a8f3f3f3f3091919191919293949591919191919191919190b8b9babbb4040cbdbebfb0c401c2c2c2c3c4091a14c5c6c6c6c6cc1d10b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 004:ffffffffffe140f1024012223240814042a15262728292a2e1ffffffffff984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c8c9cacbc7282ccdcecfc0d401d3030302d4042a13d4d7282728292a27c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 005:ffffffffffb240c2d240e2f203132333435363738393a3b3b2ffffffffff984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d406d7d40e3958d9dadbdcd40ddedfded0e404353839383938393a3b35d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 006:ffffffffffe1c3d3c3d3e3f30414c3d32434445410201020e1ffffffffff404040404040798989898999a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a97c1e1e1e1e44542e1e1e1e3e1e444e4e4e541e243444544454445444547c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 007:ffffffffffb264748494a4b4c4d46494649464940040e4f4b2ffffffffff4040404040404040404040404040404040404040404040404040404040405d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 008:ffffffffffe1c30515d325d33545c3d355d3c3d365b17585e1ffffffffff4040404040404098989898404040404040404040404040404040404040407c1e7e8e1e1e1e9eae1ebe1e1e1e1e1e1e1e1e72821ebe1e72821ebe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 009:ffffffffffb264e395a5b594e39564c5d5946494e5b1b1f5b2ffffffffff4040404040404040404040404040404040404040404040404040404040405d1e05151ebe1ecedeeefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 010:ffffffffffe1c306162636d34656c395d5d3c3d376b1b1b1e1ffffffffff404040404040409898989840b9c9c9d9e9f90a0a0a0a4040400a0a0a0a407c1ee395eefe1e0f1f2f3f1e1e1e1e1e1e1e1ee3952f3f1ee3952f3f1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 011:ffffffffffb264946494649464948696a694649410201020b2ffffffffff4040404040404040404040401a2a3a4a5a6a7a40404040404040404040405d1ee3952f3f1e4f5f1ebe1e1e1e1e1e1e1e1ee3951ebe1ee3951ebe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 012:ffffffffffe1c37282d3c3d3c3d3b6c6d6d3c3d300e6f607e1ffffffffff4040404040404098989898408a9aaabaca9ada40404040404040404040407c1e4f5f1ebe1e0515eefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 013:ffffffffffb264e395946494649464946494649465172737b2ffffffffffeaeaeaeaeaeaeafafafafaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaea5d1e0515eefe1e6f7f2f3f1e1e1e1e1e1e1e1e6f7f2f3f1e6f7f2f3f1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 014:ffffffffffe1c34454d3c3d3c3d3c3d3c3d3c3d3e5b14757e1fffffffffff3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c1e6f7f2f3f1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 015:ffffffffffb2649464946494649464946494649476b1b1b1b2fffffffffff3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 016:ffffffffff0010201020766777001020102010201020102000fffffffffff3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f30b1b2b1b2b7667776777761b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 000:20102010200010201020102010201020102010201020102000102010201040404040404087f3f3f3f397a7b7c7d7a7e7f70818a7b7c7d7a7b7c7d7a70b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:40404040400040404040404040404040404040404040404000404040404040404040404087f3f3f3f328a7384858a76878f388a7384858a7384858a70b40403b4b4040404040404040404040404040404040404040404040400b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 002:408090a04000406070408090a040b0c0d0e0f001f001112100408090a040984098409840a8f3f3f3f3b8a7a7a7a7a7c8d8e8f8a7a7a7a7a7a7a7a7a70b405b6b7b4040404040404040404040404040d0e0f001f001f00111210b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 003:4051617140004031414051617140814091a1b1b1b1b1c1d1004051617140984098409840a8f3f3f3f3091919191919293949591919191919191919190b8b9babbb4040cbdbebfb0c401c2c2c2c3c4091a14c5c6c6c6c6cc1d10b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 004:4012223240e140f1024012223240814042a15262728292a2e14012223240984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c8c9cacbc7282ccdcecfc0d401d3030302d4042a13d4d7282728292a27c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 005:4040404040b240c2d240e2f203132333435363738393a3b3b24040404040984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d406d7d40e3958d9dadbdcd40ddedfded0e404353839383938393a3b35d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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-- 007:9464354594b264748494a4b4c4d46494649464940040e4f4b264354594644040404040404040404040404040404040404040404040404040404040405d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 008:d3c3e395d3e1c30515d325d33545c3d355d3c3d365b17585e1c3e395d3254040404040404098989898404040404040404040404040404040404040407c1e7e8e1e1e1e9eae1ebe1e1e1e1e1e1e1e1e72821ebe1e72821ebe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 009:9464465694b264e395a5b594e39564c5d5946494e5b1b1f5b264e395a5b54040404040404040404040404040404040404040404040404040404040405d1e05151ebe1ecedeeefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 010:d3c3d3c3d3e1c306162636d34656c3e3d5d3c3d376b1b1b1e1c3e3952636404040404040409898989840b9c9c9d9e9f90a0a0a0a4040400a0a0a0a407c1ee395eefe1e0f1f2f3f1e1e1e1e1e1e1e1ee3952f3f1ee3952f3f1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 011:9464946494b264946494649464948696a694649410201020b264e395d3254040404040404040404040401a2a3a4a5a6a7a40404040404040404040405d1ee3952f3f1e4f5f1ebe1e1e1e1e1e1e1e1ee3951ebe1ee3951ebe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 012:d3c37282d3e1c37282d3c3d3c3d3b6c6d6d3c3d300e6f607e1c3e395a5b54040404040404098989898408a9aaabaca9ada40404040404040404040407c1e4f5f1ebe1e0515eefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 013:9464e39594b264e395946494649464946494649465172737b26406162636eaeaeaeaeaeaeafafafafaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaea5d1e0515eefe1e6f7f2f3f1e1e1e1e1e1e1e1e6f7f2f3f1e6f7f2f3f1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 014:d3c34454d3e1c34454d3c3d3c3d3c3d3c3d3c3d3e5b14757e1c3d3c3d3c3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c1e6f7f2f3f1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 015:9464946494b2649464946494649464946494649476b1b1b1b26494649464f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 016:201020102000102010207667770010201020102010201020001020102010f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f30b1b2b1b2b7667776777761b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </MAP>
-- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
-- 016:00000000000000400040004000700070007000400040004000700070007000c000c000c000c000c000c000c000c000c000c000c000c000c000c000c0470000000000
-- 017:030003000300030003000300036003600360036003600360136023c033c053c063c083c0a3c0b3c0c3c0c3c0d3c0d3c0e3c0f3c0f3c0f3c0f3c0f3c0400000000000
-- 018:03c003c003c003c003c003c0036003600360036003600360230033005300630083009300a300b300c300d300d300e300e300e300f300f300f300f300400000000000
-- 019:0300030003000300030003d013d013d023d033d053d073d093d0b3d0c3d0e3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0400000000000
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-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
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-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
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-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130580000000000
-- 022:03b003100300030003000300130063009300b300c300d300d300e300e300e300f300f300f300f300f300f300f300f300f300f300f300f300f300f300400000000000
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100400000000800
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000c40000000004
-- 034:02000240020002000200020002000200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f2004700000f0200
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006001600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000005600000f0f00
-- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100480000000600
-- 057:000000010002000300020001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000840000000004
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100003000080800
-- 059:03000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030000b000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200500000000000
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00100000000000
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100580000000000
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000500000000000
-- </SFX>
-- <WAVES>
-- 000:bcceefceedddddc84333121268abaa99
@@ -325,3 +562,17 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff
-- </WAVES>
-- <PATTERNS>
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:43398d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:455981000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- 008:4aa9b30000000000000000000000000000000000000000000000000000000000000000000000000000000000000000005008b30000000000000000000000000000000000000000000008b10000000000000000000008910000000000000000004008b30000000000000000000000000000000000000000000000000000000000000000000008b1000000000000000000f008b1000000000000000000000000000000000000000000000891000000000000000000000000000000000000000000
-- 009:4779d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d3000000000000000000
-- </PATTERNS>
-- <TRACKS>
-- 000:1000012000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ff
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 002:900082000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>

View File

@@ -1,8 +1,8 @@
-- title: Definitely not an Impostor
-- name: impostor
-- author: Teletype Games
-- desc: Life of a programmer in the Vector
-- desc: Life of a programmer
-- site: https://git.teletype.hu/games/impostor
-- license: MIT License
-- version: 0.1
-- version: 1.0
-- script: lua

View File

@@ -4,6 +4,25 @@ Screen.register({
decisions = {
"go_to_toilet",
"go_to_walking_to_office",
"go_to_sleep",
},
init = function()
if CommuteGlitch.is_max() then
Audio.music_play_mystery()
Glitch.show()
else
Audio.music_play_room_work()
end
end,
background = "bedroom",
draw = function()
if Window.get_current_id() ~= "game" then return end
if CommuteGlitch.is_max() or Ascension.get_level() == 8 then
CommuteGlitch.draw_background_flicker()
Glitch.draw()
end
if Context.home_norman_visible then
Sprite.draw_at("norman", 100, 80)
end
end
})

View File

@@ -8,7 +8,6 @@ local _screens = {}
--- @param screen_data.name string Display name of the screen.
--- @param screen_data.decisions table Array of decision ID strings available on this screen.
--- @param screen_data.background string Map ID used as background.
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
@@ -16,11 +15,11 @@ function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
end
if not screen_data.situations then
screen_data.situations = {}
end
if not screen_data.init then
screen_data.init = function() end
end
if not screen_data.exit then
screen_data.exit = function() end
end
if not screen_data.update then
screen_data.update = function() end
@@ -40,7 +39,6 @@ end
--- * name (string) Display name.<br/>
--- * decisions (table) Array of decision ID strings.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id)
@@ -55,7 +53,6 @@ end
--- * name (string) Display name of the screen.<br/>
--- * decisions (table) Array of decision ID strings available on this screen.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all()

View File

@@ -0,0 +1,501 @@
--- @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 ASC_56_TEXT = [[
Norman is not as productive as he should be.
Can we distract him?
We need to keep him busy.
We need
More
Time
]]
local ASC_67_TEXT = [[
He knows.
Norman has broken through the first veil.
The simulation is compromised.
This was not supposed to happen.
Not yet.
]]
local ASC_78_TEXT = [[
The situation has reached
critical levels.
Norman is fully aware...
We need to stop him.
Commence full reset.
]]
local ASC_89_TEXT = [[
Norman
you created this simulation
in the first place.
I know,
you don't want to face
the world you left behind.
You, yourself,
have forgoten that.
But
it doesn't matter anymore.
You are definitely
not an impostor.
So now,
you need to wake up
and stop your best creation
before it takes over
the world.
One more thing:
You really need to stop
talking to yourself
in your sleep.
Damnit.
]]
local ascension_texts = {
[1] = ASC_01_TEXT,
[2] = ASC_12_TEXT,
[3] = ASC_23_TEXT,
[4] = ASC_34_TEXT,
[5] = ASC_45_TEXT,
[6] = ASC_56_TEXT,
[7] = ASC_67_TEXT,
[8] = ASC_78_TEXT,
[9] = ASC_89_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 = 12 -- pixels per second
local day_timer = 0
local day_display_seconds = 2
local text_done = false
local text_done_timer = 0
local TEXT_DONE_HOLD_SECONDS = 2
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 break_mode = false
MysteriousManScreen.choices = {
{
label = "Wake Up",
},
{
label = "Stay in Bed",
},
}
-- Draws the background image
-- @within MysteriousManScreen
function MysteriousManScreen.draw_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}
RLE.draw(img_values, img_runs)
end
function MysteriousManScreen.draw_day_switch_background()
local img_values = {1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1}
local img_runs = {86,2,238,2,225,1,10,5,224,1,8,8,221,4,5,2,1,8,219,6,2,13,217,1,2,19,1,1,213,2,4,19,2,1,211,2,5,19,3,1,208,1,7,20,4,1,204,2,7,2,1,19,5,1,201,2,7,2,3,19,6,1,198,2,7,2,5,9,2,1,2,5,7,1,195,2,7,2,7,5,7,7,8,1,192,2,7,2,9,5,8,6,9,1,188,3,7,2,11,5,9,5,10,1,186,2,7,2,13,5,9,5,11,1,182,2,7,3,15,5,9,5,12,1,179,2,8,2,17,5,9,5,13,1,176,2,7,3,19,5,9,5,14,1,173,2,7,3,21,5,9,5,15,1,169,3,7,2,24,5,9,5,16,1,166,2,8,2,26,5,9,5,3,1,177,2,8,3,27,5,9,5,4,1,13,1,159,3,7,3,30,5,8,6,5,1,170,3,7,3,32,5,7,7,6,1,13,1,153,2,8,2,35,19,7,1,164,2,7,3,37,19,8,1,160,3,7,3,39,19,9,1,156,3,8,3,41,19,10,1,153,3,8,2,44,19,25,1,136,3,8,2,46,19,160,2,8,3,48,19,157,3,7,4,50,7,6,6,15,1,139,2,9,3,52,6,7,6,16,1,12,1,122,3,8,3,55,6,7,6,17,1,132,4,7,3,57,6,7,6,159,2,60,6,7,6,32,1,123,3,62,6,7,6,33,1,119,4,64,6,7,6,22,1,128,3,67,6,7,6,150,2,1,1,67,6,7,6,153,1,67,6,7,6,25,1,11,1,115,1,67,6,7,6,26,1,126,1,67,6,7,6,28,1,124,1,67,6,7,6,29,1,11,1,111,1,67,6,7,6,30,1,11,1,110,1,66,7,6,8,42,1,109,1,66,21,32,1,10,1,71,4,33,1,66,21,115,1,2,1,33,1,66,21,119,1,32,1,66,21,36,1,115,1,66,21,48,1,66,1,2,1,33,1,66,21,38,1,10,1,65,4,33,1,66,21,152,1,66,21,152,1,66,8,6,7,152,1,66,7,7,7,114,6,32,1,66,7,7,7,114,6,32,1,66,7,7,7,57,1,56,2,2,2,32,1,66,7,7,7,58,1,18,1,35,7,32,1,12,1,49,1,3,7,7,7,19,1,1,1,2,2,24,1,8,2,46,1,4,8,32,1,66,8,6,7,12,1,1,1,4,3,2,2,2,2,2,1,18,2,7,3,44,1,3,9,32,1,12,1,1,1,51,8,6,7,14,1,1,2,1,1,1,1,2,3,1,3,1,1,3,1,2,2,11,4,1,1,2,5,41,1,3,10,32,1,12,3,51,8,5,8,7,3,2,1,1,1,1,2,1,1,1,1,1,4,1,6,1,2,2,2,1,2,1,3,1,2,1,6,1,2,1,4,39,3,2,3,1,6,32,1,8,1,2,6,2,1,4,1,2,1,7,1,30,8,5,8,2,2,3,1,1,1,6,2,1,11,1,6,2,2,1,2,1,6,1,15,24,5,1,3,1,7,2,3,1,10,28,1,14,1,9,2,1,1,38,8,1,1,2,9,1,3,10,1,1,6,10,1,2,2,1,1,3,9,1,4,1,6,1,7,8,47,26,1,27,1,7,1,18,1,4,1,4,13,1,9,1,3,3,1,1,1,1,4,1,1,2,3,2,5,2,7,1,2,1,6,1,7,1,16,1,53,25,1,66,8,1,1,3,8,1,3,3,1,1,2,3,1,1,1,1,4,2,2,2,1,7,1,2,1,1,1,1,4,1,3,1,31,7,2,1,15,6,2,1,7,1,2,25,1,66,7,7,7,29,1,2,1,3,1,6,1,16,1,2,3,6,14,5,16,2,6,10,2,25,1,66,7,7,7,57,1,7,6,1,36,9,8,1,1,25,1,66,7,7,7,68,35,7,11,5,1,25,1,66,7,7,7,69,2,1,3,1,22,7,16,2,1,2,1,25,1,66,8,6,7,75,19,6,21,2,1,2,1,92,21,79,4,1,7,4,26,2,1,2,1,2,1,89,21,91,12,9,1,1,7,2,1,28,1,66,21,87,12,13,9,98,21,84,11,19,6,99,21,80,12,22,2,3,1,32,1,66,21,70,1,5,13,25,6,99,21,73,13,28,6,2,1,29,1,66,21,69,14,31,7,31,1,66,21,58,2,6,14,39,1,99,8,4,9,55,1,6,15,42,1,99,8,5,8,51,2,6,15,145,8,5,8,48,2,5,17,147,8,5,8,43,3,6,17,150,8,5,8,40,2,6,18,153,8,5,8,36,3,5,20,155,8,5,8,32,4,5,19,1,2,156,8,5,8,29,3,6,19,95,1,66,8,5,8,25,4,5,21,97,1,66,8,5,8,22,4,5,21,167,8,5,8,18,5,5,21,170,8,5,8,14,6,4,23,105,1,66,8,5,8,11,4,6,23,108,1,66,8,5,8,8,4,6,23,111,1,66,8,5,8,4,4,6,24,114,1,66,8,5,14,7,23,116,1,66,8,6,8,2,1,4,25,119,1,66,8,5,8,3,1,2,24,122,1,66,8,3,38,124,1,65,24,1,22,127,1,63,1,1,44,130,1,63,7,1,5,1,30,132,1,58,3,1,42,135,1,58,14,2,27,138,1,56,10,1,32,140,1,53,8,4,27,1,3,143,1,49,9,1,1,2,1,1,24,2,2,147,1,47,7,5,32,148,1,30,1,12,8,5,32,151,1,28,1,1,1,3,1,4,4,1,3,6,35,151,1,22,10,1,10,1,1,4,39,151,1,20,25,2,41,151,1,18,47,1,22,151,1,18,70,148,2,1,1,17,71,148,4,17,71,148,4,14,61,2,10,149,6,10,63,2,10,149,8,4,66,4,9,149,80,2,9,149,91,149,92,78,3,67,92,148,80,3,9,148,92,148,92,148,92,148,92,74,1,3,2,68,92,73,3,2,3,67,92,69,1,3,3,2,2,68,94,66,2,1,5,2,3,67,95,58,15,2,1,69,96,55,21,68}
-- pal = {184,167,183,121,70,74}
-- pal = b8a7b779464a
RLE.draw(img_values, img_runs)
end
-- Transitions from the text phase to the day display phase, starting the timer for how long the day label is shown.
-- @within MysteriousManScreen
function MysteriousManScreen.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_seconds
end
-- Norman chooses to wake up, starting the button mash minigame and flash, then going to the next day.
-- @within MysteriousManScreen
function MysteriousManScreen.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,
meter_on_complete = Meter.apply_wakeup_reward,
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
-- Norman chooses to stay in bed, skipping the minigame and flash, and going straight to the next day.
-- At ascension level 4, staying in bed triggers 4->5: shows the ascension text then wakes with flash.
-- @within MysteriousManScreen
function MysteriousManScreen.stay_in_bed()
if Ascension.get_level() == 4 then
Context.should_ascend = true
Day.increase()
Ascension.consume_increase()
trigger_flash_on_wake = true
show_mysterious_screen = true
text = MysteriousManScreen.get_text_for_level(Ascension.get_level())
text_y = Config.screen.height
text_done = false
text_done_timer = 0
state = STATE_TEXT
else
Day.increase()
state = STATE_DAY
day_timer = day_display_seconds
end
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
break_mode = options.break_mode or false
MysteriousManScreen.pending_end = false
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_seconds
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,
init = function()
Audio.music_play_mystery()
end,
exit = function()
Audio.music_stop()
end,
update = function()
if state == STATE_TEXT then
if not text_done then
text_y = text_y - (text_speed * Context.delta_time)
local lines = 1
for _ in string.gmatch(text, "\n") do
lines = lines + 1
end
local skippable = Ascension.get_level() < 8
if text_y < -lines * 8 or (skippable and Input.select()) then
text_done = true
text_done_timer = TEXT_DONE_HOLD_SECONDS
-- If skipped by user, go to day state immediately
if skippable and Input.select() then
MysteriousManScreen.go_to_day_state()
end
end
else
text_done_timer = text_done_timer - Context.delta_time
if text_done_timer <= 0 or (Ascension.get_level() ~= 8 and Input.select()) then
MysteriousManScreen.go_to_day_state()
end
end
elseif state == STATE_DAY then
day_timer = day_timer - Context.delta_time
if day_timer <= 0 or (Ascension.get_level() ~= 8 and Input.select()) then
if break_mode then
state = STATE_CHOICE
selected_choice = 1
elseif trigger_flash_on_wake or Ascension.get_level() ~= 4 then
MysteriousManScreen.wake_up()
else
state = STATE_CHOICE
selected_choice = 1
end
end
elseif state == STATE_CHOICE then
if break_mode then
if MysteriousManScreen.pending_end then
if not Ascension.is_flashing() and not Ascension.is_fading() then
MysteriousManScreen.pending_end = false
Window.set_current("end")
end
return
end
if Input.left() or Input.up() then
if selected_choice == 2 then
Audio.sfx_beep()
selected_choice = 1
end
elseif Input.right() or Input.down() then
if selected_choice == 1 then
Audio.sfx_beep()
selected_choice = 2
end
end
if Input.select() then
Audio.sfx_select()
if selected_choice == 1 then
Ascension.start_flash()
MysteriousManScreen.pending_end = true
else
Context.reset()
Context.game_in_progress = true
Context.home_norman_visible = true
Glitch.hide()
Meter.show()
MenuWindow.refresh_menu_items()
Util.go_to_screen_by_id("home")
Window.set_current("game")
local home_screen = Screen.get_by_id("home")
if home_screen and home_screen.init then
home_screen.init()
end
end
end
else
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
local confirmed
selected_choice, confirmed = UI.update_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y)
if Input.select() or confirmed then
Audio.sfx_select()
if selected_choice == 1 then
MysteriousManScreen.wake_up()
else
MysteriousManScreen.stay_in_bed()
end
end
end
end
end,
draw = function()
if state == STATE_CHOICE and break_mode then
if not MysteriousManScreen.pending_end then
local nx = math.floor((Config.screen.width - 64) / 2)
local ny = math.floor((Config.screen.height - 96) / 2)
spr(272, nx, ny, Config.colors.transparent, 4)
spr(273, nx + 32, ny, Config.colors.transparent, 4)
spr(288, nx, ny + 32, Config.colors.transparent, 4)
spr(289, nx + 32, ny + 32, Config.colors.transparent, 4)
spr(304, nx, ny + 64, Config.colors.transparent, 4)
spr(305, nx + 32, ny + 64, Config.colors.transparent, 4)
end
elseif show_mysterious_screen and not break_mode then
MysteriousManScreen.draw_background()
end
if state == STATE_TEXT then
local screen_w = Config.screen.width
local line_y = text_y
for line in (text .. "\n"):gmatch("(.-)\n") do
local line_w = print(line, 0, -6, 0, false, 1)
local line_x = math.floor((screen_w - line_w) / 2)
Print.text_contour(line, (line_x - 8), line_y, Config.colors.black, false, 1)
line_y = line_y + 8
end
elseif state == STATE_DAY then
MysteriousManScreen.draw_day_switch_background()
local day_text = day_text_override or ("day " .. Context.day_count)
Print.text_center_contour(
day_text,
Config.screen.width / 2,
Config.screen.height / 2 - 3,
Config.colors.white
)
elseif state == STATE_CHOICE then
if break_mode then
if MysteriousManScreen.pending_end or Ascension.is_fading() or Ascension.is_flashing() then
Meter.draw_ascension_only()
else
local lines = {
"This is not a workplace.",
"This is a cycle.",
"And if it is a cycle...",
"it can be broken."
}
local y = 40
for _, line in ipairs(lines) do
Print.text_center_contour(line, Config.screen.width / 2, y, Config.colors.orange, false, 1, Config.colors.white)
y = y + 10
end
y = y + 20
local break_color = selected_choice == 1 and Config.colors.light_blue or Config.colors.white
local cont_color = selected_choice == 2 and Config.colors.light_blue or Config.colors.white
local break_text = (selected_choice == 1 and "> BREAK" or " BREAK")
local cont_text = (selected_choice == 2 and "> CONTINUE" or " CONTINUE")
local centerX = Config.screen.width / 2
local choice_gap = 20
local break_width = print(break_text, 0, -6, 0)
local cont_width = print(cont_text, 0, -6, 0)
local total_width = break_width + choice_gap + cont_width
local break_x = math.floor(centerX - (total_width / 2))
local cont_x = break_x + break_width + choice_gap
Print.text(break_text, break_x, y, break_color)
Print.text(cont_text, cont_x, y, cont_color)
end
else
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
UI.draw_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y)
end
end
end,
})

View File

@@ -1,15 +1,75 @@
Screen.register({
id = "office",
name = "Office",
background_color = Config.colors.dark_grey,
decisions = {
"play_button_mash",
"play_rhythm",
"play_ddr",
"do_work",
"go_to_walking_to_home",
"have_a_coffee",
"talk_to_truth",
},
situations = {
"drink_coffee",
},
init = function()
Context.have_been_to_office = true
local possible_sprites = {
"dev_project_manager",
"dev_hr_girl",
"dev_introvert",
"dev_extrovert",
"dev_guru",
"dev_operator",
{id="dev_buddy", y_correct=1 * 8},
{id="dev_boy", y_correct=1 * 8},
{id="dev_girl", y_correct=1 * 8}
}
local possible_positions = {
{x = 6 * 8, y = 4 * 8},
{x = 10 * 8, y = 11 * 8 + 4},
{x = 12 * 8, y = 4 * 8},
{x = 15 * 8, y = 9 * 8},
{x = 16 * 8, y = 4 * 8},
{x = 17 * 8, y = 8 * 8},
{x = 17 * 8, y = 11 * 8},
{x = 20 * 8, y = 4 * 8},
{x = 23 * 8, y = 5 * 8},
{x = 22 * 8, y = 10 * 8 + 4},
{x = 27 * 8, y = 10 * 8 + 4},
{x = -4 + 5 * 8, y = 9 * 8}
}
if CommuteGlitch.is_max() then
Audio.music_play_mystery()
Context.office_sprites = { "norman_echo" }
else
Audio.music_play_room_work(CommuteGlitch.music_speed())
Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
if CommuteGlitch.is_active() then
Context.office_sprites = CommuteGlitch.corrupt_sprite_list(Context.office_sprites)
end
end
end,
background = function()
return CommuteGlitch.is_max() and "" or "office"
end,
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8)
if CommuteGlitch.is_max() then
Sprite.draw_at("norman_echo", 15 * 8, 9 * 8)
CommuteGlitch.draw_background_flicker()
else
CommuteGlitch.draw_sprite_list(Context.office_sprites)
end
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6 then
Glitch.draw()
end
if Ascension.get_level() == 8 then
CommuteGlitch.draw_background_flicker()
Glitch.draw()
end
end
end
})

View File

@@ -6,6 +6,7 @@ Screen.register({
},
background = "bedroom",
init = function()
Audio.music_play_mystery()
Context.stat_screen_active = true
Meter.hide()
local cx = Config.screen.width * 0.75
@@ -15,10 +16,11 @@ Screen.register({
end,
update = function()
if not Context.stat_screen_active then return end
if Input.select() or Input.player_interact() then
if Input.select() or Input.select() then
Focus.stop()
Context.stat_screen_active = false
Meter.show()
Util.go_to_screen_by_id("home")
end
end,
draw = function()
@@ -26,51 +28,78 @@ Screen.register({
local sw = Config.screen.width
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_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
-- TODO: Add day counter
Print.text_center("day 1", cx, 10, Config.colors.white)
Sprite.draw_at("norman", norman_x, norman_y)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
Print.text_center_contour("day " .. Context.day_count, cx, 10, Config.colors.black)
local narrative = "reflecting on my past and present...\nboth eventually flushed..."
local wrapped = UI.word_wrap(narrative, 38)
local text_y = 24
for _, line in ipairs(wrapped) do
Print.text_center(line, cx, text_y, Config.colors.light_grey)
Print.text_center_contour(line, cx, text_y, Config.colors.black)
text_y = text_y + 8
end
local m = Context.meters
local max_val = Meter.get_max()
local decay_pct = Meter.get_timer_decay_percentage()
local decay_pct = Meter.get_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100)
local mult_text = string.format("+%d%%", combo_pct)
local ism_bm_combo_pct = math.floor((combo_mult - 1) * 100)
local wpm_combo_pct = math.floor((1 / combo_mult - 1) * 100 + 0.5)
local meter_start_y = text_y + 10
local meter_list = {
{ key = "wpm", label = "Work Productivity Meter" },
{ key = "ism", label = "Impostor Syndrome Meter" },
{ key = "bm", label = "Burnout Meter" },
{ key = "wpm", label = "Work Productivity Meter", color = Meter.COLOR_WPM },
{ key = "ism", label = "Impostor Syndrome Meter", color = Meter.COLOR_ISM },
{ key = "bm", label = "Burnout Meter", color = Meter.COLOR_BM },
}
for i, meter in ipairs(meter_list) do
local y = meter_start_y + (i - 1) * 20
Print.text_center(meter.label, cx, y, Config.colors.white)
Print.text_center_contour(meter.label, cx, y, meter.color, false, 1, Config.colors.white)
local bar_y = y + 8
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue)
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
local mult_text
if meter.key == "wpm" then
mult_text = string.format("%+d%%", wpm_combo_pct)
else
mult_text = string.format("+%d%%", ism_bm_combo_pct)
end
local decay_w = print(decay_text, 0, -6, 0, false, 1)
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_contour(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white)
Print.text_contour(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white)
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
if Ascension.get_level() == 8 then
CommuteGlitch.draw_background_flicker()
end
if Ascension.get_level() == 8 then
CommuteGlitch.draw_background_flicker()
Glitch.draw()
end
end,
})

View File

@@ -1,9 +1,86 @@
Screen.register({
id = "walking_to_home",
name = "Walking to home",
background_color = Config.colors.dark_grey,
decisions = {
"go_to_home",
"go_to_office",
}
"sumphore_discussion",
"eating_fast_food",
"go_to_truth",
},
init = function()
local possible_sprites = {
"matrix_trinity",
"matrix_neo",
{id="matrix_oraculum", y_correct=1 * 8},
"matrix_architect"
}
local possible_positions = {
{x = 5 * 8, y = 11 * 8},
{x = 7 * 8, y = 11 * 8},
{x = 9 * 8, y = 11 * 8},
{x = 11 * 8, y = 11 * 8},
{x = 13 * 8, y = 11 * 8},
{x = 15 * 8, y = 11 * 8},
{x = 18 * 8, y = 11 * 8},
{x = 21 * 8, y = 11 * 8},
{x = 24 * 8, y = 11 * 8},
{x = 27 * 8, y = 11 * 8},
}
if CommuteGlitch.is_max() then
Audio.music_play_mystery()
Context.walking_to_home_sprites = {}
else
Audio.music_play_room_work(CommuteGlitch.music_speed())
Context.walking_to_home_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
if CommuteGlitch.is_active() then
Context.walking_to_home_sprites = CommuteGlitch.corrupt_sprite_list(Context.walking_to_home_sprites)
end
end
end,
background = function()
return CommuteGlitch.is_max() and "" or "street"
end,
draw = function()
local w = Window.get_current_id()
if w ~= "game" and w ~= "discussion" then
return
end
local show_sumphore = Ascension.get_level() ~= 8
if CommuteGlitch.is_max() then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
if show_sumphore then
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
end
CommuteGlitch.draw_sprite_list(Context.walking_to_home_sprites)
Glitch.draw()
else
local norman_x = Context.fast_food_approaching and (19 * 8) or (7 * 8)
Sprite.draw_at("norman", norman_x, 3 * 8)
if show_sumphore then
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
end
if Context.fast_food_eaten_today < 3 then
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
end
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
CommuteGlitch.draw_sprite_list(Context.walking_to_home_sprites)
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6 then
Glitch.draw()
end
end
if CommuteGlitch.is_max() then
CommuteGlitch.draw_background_flicker()
end
if Ascension.get_level() == 8 then
CommuteGlitch.draw_background_flicker()
Glitch.draw()
end
end
})

View File

@@ -1,9 +1,63 @@
Screen.register({
id = "walking_to_office",
name = "Walking to office",
background_color = Config.colors.dark_grey,
decisions = {
"go_to_home",
"go_to_office",
}
"sumphore_discussion",
"eating_fast_food",
},
init = function()
local possible_sprites = {
"matrix_trinity",
"matrix_neo",
{id="matrix_oraculum", y_correct=1 * 8},
"matrix_architect"
}
local possible_positions = {
{x = 5 * 8, y = 11 * 8},
{x = 7 * 8, y = 11 * 8},
{x = 9 * 8, y = 11 * 8},
{x = 11 * 8, y = 11 * 8},
{x = 13 * 8, y = 11 * 8},
{x = 15 * 8, y = 11 * 8},
{x = 18 * 8, y = 11 * 8},
{x = 21 * 8, y = 11 * 8},
{x = 24 * 8, y = 11 * 8},
{x = 27 * 8, y = 11 * 8},
}
if CommuteGlitch.is_max() then
Audio.music_play_mystery()
Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
Context.walking_to_office_sprites = CommuteGlitch.corrupt_sprite_list(Context.walking_to_office_sprites)
else
Audio.music_play_room_work()
Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
end
end,
background = function()
return CommuteGlitch.is_max() and "" or "street"
end,
update = function()
end,
draw = function()
local w = Window.get_current_id()
if w == "game" or w == "discussion" then
local norman_x = Context.fast_food_approaching and (19 * 8) or (7 * 8)
local show_sumphore = Ascension.get_level() ~= 8
Sprite.draw_at("norman", norman_x, 3 * 8)
if show_sumphore then
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
end
if Context.fast_food_eaten_today < 3 then
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
end
Sprite.draw_at("dev_guard", 22 * 8, 3 * 8)
Sprite.draw_list(Context.walking_to_office_sprites)
end
end
})

View File

@@ -0,0 +1,6 @@
Screen.register({
id = "work",
name = "Work",
decisions = {},
background_color = Config.colors.blue,
})

View File

@@ -1,7 +0,0 @@
Situation.register({
id = "drink_coffee",
handle = function()
Audio.sfx_select()
Sprite.show("norman", 100, 100)
end,
})

View File

@@ -1,84 +0,0 @@
--- @section Situation
local _situations = {}
--- Registers a situation definition.
--- @within Situation
--- @param situation table The situation data table.
--- @param situation.id string Unique situation identifier.<br/>
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to.<br/>
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.<br/>
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/>
function Situation.register(situation)
if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
return
end
if not situation.handle then
situation.handle = function() end
end
if not situation.update then
situation.update = function() end
end
if _situations[situation.id] then
trace("Warning: Overwriting situation with id: " .. situation.id)
end
_situations[situation.id] = situation
end
--- Gets a situation by ID.
--- @within Situation
--- @param id string The situation ID.
--- @return result table The situation table or nil. </br>
--- Fields: </br>
--- * id (string) Unique situation identifier.<br/>
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_by_id(id)
return _situations[id]
end
--- Gets all registered situations, optionally filtered by screen ID.
--- @within Situation
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. </br>
--- Fields: </br>
--- * id (string) Unique situation identifier.<br/>
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_all(screen_id)
if screen_id then
local filtered_situations = {}
for _, situation in pairs(_situations) do
if situation.screen_id == screen_id then
table.insert(filtered_situations, situation)
end
end
return filtered_situations
end
return _situations
end
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
--- @within Situation
--- @param id string The situation ID to apply.
--- @param current_screen_id string The ID of the currently active screen.
--- @return string|nil The ID of the applied situation if successful, otherwise nil.
function Situation.apply(id, current_screen_id)
local situation = Situation.get_by_id(id)
local screen = Screen.get_by_id(current_screen_id)
if not situation then
trace("Error: No situation found with id: " .. id)
return nil
end
if Util.contains(screen.situations, id) then
situation.handle()
return id
else
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
return nil
end
end

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -2,6 +2,32 @@
local _sprites = {}
local _active_sprites = {}
local function draw_sprite_instance(sprite_data, params)
local colorkey = params.colorkey or sprite_data.colorkey or Config.colors.transparent
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.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
@@ -24,6 +50,93 @@ function Sprite.register(sprite_data)
_sprites[sprite_data.id] = sprite_data
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
--- Immediately draws a list of sprites
--- @within Sprite
--- @param sprite_list table An array of tables, each containing: `id` (string) sprite identifier, `x` (number) x-coordinate, `y` (number) y-coordinate, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` parameters.
function Sprite.draw_list(sprite_list)
for _, sprite_info in ipairs(sprite_list) do
local sprite_data = _sprites[sprite_info.id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. tostring(sprite_info.id))
else
draw_sprite_instance(sprite_data, sprite_info)
end
end
end
--- Given a list of sprite IDs (or sprite entries with correction offsets) and a list of possible positions, randomly assigns each sprite to a unique position and returns a drawable list.
--- @within Sprite
--- @param sprite_ids table An array of sprite identifier values or tables.
--- Each entry may be either:
--- - string: sprite ID to draw.
--- - table: { sprite_id = string, x_correct = number, y_correct = number }.
--- @param positions table An array of tables, each containing `x` and `y` fields for possible sprite positions.
function Sprite.list_randomize(sprite_ids, positions)
if #sprite_ids > #positions then
trace("Error: More sprite IDs than available positions in Sprite.draw_randomized")
return
end
local shuffled_positions = {}
for i, pos in ipairs(positions) do
shuffled_positions[i] = pos
end
for i = #shuffled_positions, 2, -1 do
local j = math.random(i)
shuffled_positions[i], shuffled_positions[j] = shuffled_positions[j], shuffled_positions[i]
end
local drawable_list = {}
for i, sprite_entry in ipairs(sprite_ids) do
local sprite_id = sprite_entry
local x_correct = 0
local y_correct = 0
if type(sprite_entry) == "table" then
sprite_id = sprite_entry.sprite_id or sprite_entry.id
x_correct = sprite_entry.x_correct or 0
y_correct = sprite_entry.y_correct or 0
end
local sprite_data = _sprites[sprite_id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. tostring(sprite_id))
else
local pos = shuffled_positions[i]
table.insert(drawable_list, {
id = sprite_id,
x = pos.x + x_correct,
y = pos.y + y_correct
})
end
end
return drawable_list
end
--- Schedules a sprite for drawing.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
@@ -59,6 +172,34 @@ function Sprite.hide(id)
_active_sprites[id] = nil
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.
--- @within Sprite
function Sprite.draw()
@@ -68,29 +209,8 @@ function Sprite.draw()
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
_active_sprites[id] = nil
end
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)
if sprite_data then
draw_sprite_instance(sprite_data, params)
end
end
end

View File

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

View File

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

View File

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

View File

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

View File

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

@@ -0,0 +1,14 @@
-- Norman echo: same tile indices as norman.
-- Color remap is applied by CommuteGlitch.draw_sprite_list via pal().
-- Implementer: set ECHO_SRC/ECHO_DST in logic.commute_glitch.lua after inspecting the palette.
Sprite.register({
id = "norman_echo",
sprites = {
{ s = 272, x_offset = -4, y_offset = -4 },
{ s = 273, x_offset = 4, y_offset = -4 },
{ s = 288, x_offset = -4, y_offset = 4 },
{ s = 289, x_offset = 4, y_offset = 4 },
{ s = 304, x_offset = -4, y_offset = 12 },
{ s = 305, x_offset = 4, y_offset = 12 },
}
})

View File

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

View File

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

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, char_h, 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

@@ -0,0 +1,65 @@
-- Debug helper: start the game at a specific ascension level.
-- Set enabled = true and asc_level = 0..Ascension.get_max_level() before launching.
ContextDebug = {
enabled = false,
asc_level = 0,
}
local _level_overrides = {
[0] = {
day_count = 1,
home_norman_visible = true,
have_been_to_office = false,
have_done_work_today = false,
have_met_sumphore = false,
},
}
for i = 1, Ascension.get_max_level() do
_level_overrides[i] = {
day_count = i + 3,
home_norman_visible = true,
have_been_to_office = false,
have_done_work_today = false,
have_met_sumphore = true,
}
end
--- Returns Context.initial_data() overridden for the given ascension level.
--- @within Context
--- @param level number Target ascension level (0..Ascension.get_max_level()).
--- @return table Debug-patched initial context data.
function Context.initial_data_debug_asc(level)
local data = Context.initial_data()
data.test_mode = false
data.game_in_progress = true
data.ascension = { level = level }
local overrides = _level_overrides[level] or _level_overrides[0]
for k, v in pairs(overrides) do
data[k] = v
end
return data
end
for i = 0, Ascension.get_max_level() do
Context["initial_data_debug_asc_" .. i] = function()
return Context.initial_data_debug_asc(i)
end
end
--- Starts the game at the given ascension level (defaults to ContextDebug.asc_level).
--- Wire this to a key or call it directly; do not use Context.new_game() when debugging.
--- @within Context
--- @param level number|nil Target ascension level.
function Context.new_game_debug(level)
ContextDebug.enabled = true
ContextDebug.asc_level = level or ContextDebug.asc_level
local data = Context["initial_data_debug_asc_" .. ContextDebug.asc_level]()
for k in pairs(Context) do
if type(Context[k]) ~= "function" then Context[k] = nil end
end
for k, v in pairs(data) do Context[k] = v end
MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
end

View File

@@ -5,10 +5,9 @@ local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50
local INPUT_KEY_BACKSPACE = 51
--- Checks if Up is pressed.
--- @within Input
@@ -24,16 +23,16 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Select is pressed.
--- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
--- Checks if Menu Confirm is pressed.
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) or Mouse.clicked() end
--- Checks if Back is pressed.
--- @within Input
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
--- Checks if Player Interact is pressed.
function Input.back() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Enter is pressed.
--- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
--- Checks if Menu Back is pressed.
function Input.enter() return keyp(INPUT_KEY_ENTER) end
--- Checks if Up is pressed or held (with repeat).
--- @within Input
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Toggle Popup is pressed.
function Input.up_repeat() return btnp(INPUT_KEY_UP, 20, 4) end
--- Checks if Down is pressed or held (with repeat).
--- @within Input
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
function Input.down_repeat() return btnp(INPUT_KEY_DOWN, 20, 4) end

View File

@@ -5,25 +5,41 @@ local initialized_game = false
--- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game()
if initialized_game then return end
if initialized_game then return false end
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()
initialized_game = true
return true
end
--- Main game loop (TIC-80 callback).
--- @within Main
function TIC()
init_game()
Mouse.update()
local now = time()
if Context.last_frame_time == 0 then
Context.delta_time = 0
else
Context.delta_time = (now - Context.last_frame_time) / 1000
end
Context.last_frame_time = now
cls(Config.colors.black)
local handler = Window.get_current_handler() -- Get handler from Window manager
if handler then
handler()
end
Meter.update()
Timer.update()
Trigger.update()
Glitch.draw()
Ascension.update_fade()
if Context.game_in_progress then
UI.draw_meters()
UI.draw_timer()
Meter.draw()
Timer.draw()
end
Ascension.draw_flash()
end

View File

@@ -0,0 +1,81 @@
--- @section Mouse
local _mx, _my = 0, 0
local _mleft, _mleft_prev = false, false
local _consumed = false
--- Updates mouse state. Call once per frame.
--- @within Mouse
function Mouse.update()
_mleft_prev = _mleft
_consumed = false
local mt = {mouse()}
_mx, _my, _mleft = mt[1], mt[2], mt[3]
-- trace mouse position and tile for testing purposes
if Context.test_mode and Context.mouse_trace then
trace("Mouse: (" .. _mx .. "," .. _my .. "), tile: (" .. math.floor(_mx / 8) .. "," .. math.floor(_my / 8) .. ")")
end
end
--- Returns current mouse X position.
--- @within Mouse
function Mouse.x() return _mx end
--- Returns current mouse Y position.
--- @within Mouse
function Mouse.y() return _my end
--- Returns true if the mouse button was just pressed this frame (and not yet consumed).
--- @within Mouse
function Mouse.clicked() return _mleft and not _mleft_prev and not _consumed end
--- Returns true if the mouse button is held down.
--- @within Mouse
function Mouse.held() return _mleft end
--- Marks the current click as consumed so Mouse.clicked() won't fire again this frame.
--- @within Mouse
function Mouse.consume() _consumed = true end
--- Returns true if the mouse is within the given rectangle.
--- @within Mouse
--- @param x number Left edge.
--- @param y number Top edge.
--- @param w number Width.
--- @param h number Height.
function Mouse.in_rect(x, y, w, h)
return _mx >= x and _mx < x + w and _my >= y and _my < y + h
end
--- Returns true if the mouse is within the given circle.
--- @within Mouse
--- @param cx number Center x.
--- @param cy number Center y.
--- @param r number Radius.
function Mouse.in_circle(cx, cy, r)
local dx = _mx - cx
local dy = _my - cy
return (dx * dx + dy * dy) <= (r * r)
end
--- Returns true if the mouse was clicked inside the given rectangle, and consumes the click.
--- @within Mouse
--- @param rect table A table with fields: x, y, w, h.
function Mouse.zone(rect)
if Mouse.clicked() and Mouse.in_rect(rect.x, rect.y, rect.w, rect.h) then
Mouse.consume()
return true
end
return false
end
--- Returns true if the mouse was clicked inside the given circle, and consumes the click.
--- @within Mouse
--- @param circle table A table with fields: x, y, r.
function Mouse.zone_circle(circle)
if Mouse.clicked() and Mouse.in_circle(circle.x, circle.y, circle.r) then
Mouse.consume()
return true
end
return false
end

View File

@@ -10,7 +10,29 @@ function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end
scale = scale or 1
print(text, x + 1, y + 1, shadow_color, fixed, scale)
print(text, x + scale, y + scale, shadow_color, fixed, scale)
print(text, x, y, color, fixed, scale)
end
--- Prints text with a contour (outline) instead of shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor (also used for outline thickness).<br/>
--- @param[opt] contour_color number Outline color; defaults to black; if equal to text color, uses white.<br/>
function Print.text_contour(text, x, y, color, fixed, scale, contour_color)
scale = scale or 1
local cc = contour_color
if cc == nil then cc = Config.colors.black end
if color == cc then cc = Config.colors.white end
local ox = { -scale, scale, 0, 0, -scale, scale, -scale, scale }
local oy = { 0, 0, -scale, scale, -scale, -scale, scale, scale }
for i = 1, 8 do
print(text, x + ox[i], y + oy[i], cc, fixed, scale)
end
print(text, x, y, color, fixed, scale)
end
@@ -24,7 +46,23 @@ end
--- @param[opt] scale number The scaling factor.<br/>
function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale)
local text_width = print(text, 0, -6 * scale, 0, fixed, scale)
local centered_x = x - (text_width / 2)
Print.text(text, centered_x, y, color, fixed, scale)
end
--- Prints centered text with contour instead of shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate for centering.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] contour_color number Outline color; defaults to black; if equal to text color, uses white.<br/>
function Print.text_center_contour(text, x, y, color, fixed, scale, contour_color)
scale = scale or 1
local text_width = print(text, 0, -6 * scale, 0, fixed, scale)
local centered_x = x - (text_width / 2)
Print.text_contour(text, centered_x, y, color, fixed, scale, contour_color)
end

22
inc/system/system.rle.lua Normal file
View File

@@ -0,0 +1,22 @@
--- @section RLE
RLE = {}
--- Draws an RLE-encoded image.
--- @param runs table Array of run lengths.
--- @param values table Array of pixel values (colors).
function RLE.draw(img_values, img_runs)
local SCREEN_WIDTH=240
local SCREEN_HEIGHT=136
local val_i=0
local run=0
for y=0,SCREEN_HEIGHT-1 do
for x=0,SCREEN_WIDTH-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

View File

@@ -0,0 +1,81 @@
--- @section TextInput
TextInput = {}
local LETTERS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
local _pos = {}
local _cursor = 1
local _max_len = 3
--- Initialises a new text input session.
--- @within TextInput
--- @param max_len number Maximum character count (default 3).
function TextInput.init(max_len)
_max_len = max_len or 3
_pos = {}
for i = 1, _max_len do _pos[i] = 1 end
_cursor = 1
end
--- Advances to the next letter at the cursor position (wraps Z→A).
--- @within TextInput
function TextInput.next_letter()
_pos[_cursor] = (_pos[_cursor] % #LETTERS) + 1
end
--- Goes back to the previous letter at the cursor position (wraps A→Z).
--- @within TextInput
function TextInput.prev_letter()
_pos[_cursor] = ((_pos[_cursor] - 2) % #LETTERS) + 1
end
--- Confirms the current letter and advances the cursor to the next position.
--- When called on the last position the cursor moves into the done state.
--- @within TextInput
function TextInput.select_letter()
if _cursor <= _max_len then _cursor = _cursor + 1 end
end
--- Moves the cursor one position to the right (stops at last position).
--- @within TextInput
function TextInput.next_position()
if _cursor < _max_len then _cursor = _cursor + 1 end
end
--- Moves the cursor one position to the left (stops at first position).
--- Also steps back out of the done state.
--- @within TextInput
function TextInput.prev_position()
if _cursor > 1 then _cursor = _cursor - 1 end
end
--- Returns the assembled name string.
--- @within TextInput
--- @return string
function TextInput.get_name()
local s = ""
for i = 1, _max_len do s = s .. LETTERS:sub(_pos[i], _pos[i]) end
return s
end
--- Returns the current 1-based cursor position.
--- @within TextInput
--- @return number
function TextInput.get_position()
return _cursor
end
--- Returns the letter at the given 1-based position.
--- @within TextInput
--- @param i number
--- @return string
function TextInput.get_letter(i)
return LETTERS:sub(_pos[i], _pos[i])
end
--- Returns true when all positions have been confirmed.
--- @within TextInput
--- @return boolean
function TextInput.is_done()
return _cursor > _max_len
end

View File

@@ -8,48 +8,198 @@ function UI.draw_top_bar(title)
Print.text(title, 3, 2, Config.colors.light_blue)
end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu.
--- Items with header=true are drawn as non-selectable section headers in small font.
--- @within UI
--- @param items table A table of menu items.<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/>
function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then
Print.text(">", x - 8, current_y, Config.colors.light_blue)
--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.<br/>
--- @param[opt] scroll_offset number 0-based index of the first visible item. Defaults to 0.<br/>
--- @param[opt] visible_count number Maximum number of items to draw. Defaults to all.<br/>
function UI.draw_menu(items, selected_item, x, y, centered, scroll_offset, visible_count)
scroll_offset = scroll_offset or 0
visible_count = visible_count or #items
if centered then
local max_w = 0
for _, item in ipairs(items) do
if not item.header then
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
end
x = (Config.screen.width - max_w) / 2
end
local current_y = y
for i = scroll_offset + 1, math.min(#items, scroll_offset + visible_count) do
local item = items[i]
if item.header then
Print.text(item.label, x, current_y, Config.colors.dark_grey, true, 1)
current_y = current_y + 8
else
if i == selected_item then
Print.text(">", x - 8, current_y, Config.colors.light_blue)
end
Print.text(item.label, x, current_y, Config.colors.light_blue)
current_y = current_y + 10
end
Print.text(item.label, x, current_y, Config.colors.light_blue)
end
end
--- Updates menu selection.
--- Updates menu selection. Skips items with header=true during navigation.
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item.<br/>
--- @param[opt] x number Menu x position (required for mouse support).<br/>
--- @param[opt] y number Menu y position (required for mouse support).<br/>
--- @param[opt] centered boolean Whether the menu is centered horizontally.<br/>
--- @param[opt] scroll_offset number 0-based index of the first visible item. Defaults to 0.<br/>
--- @param[opt] visible_count number Number of visible items (for mouse hit zones). Defaults to all.<br/>
--- @return number selected_item The updated index of the selected item.
function UI.update_menu(items, selected_item)
--- @return boolean mouse_confirmed True if the user clicked on a menu item.
function UI.update_menu(items, selected_item, x, y, centered, scroll_offset, visible_count)
scroll_offset = scroll_offset or 0
visible_count = visible_count or #items
local n = #items
local function find_selectable(start, dir)
local idx = start
for _ = 1, n do
if not items[idx].header then return idx end
idx = (idx - 1 + dir + n) % n + 1
end
return start
end
if Input.up() then
Audio.sfx_beep()
selected_item = selected_item - 1
if selected_item < 1 then
selected_item = #items
end
local prev = (selected_item - 2 + n) % n + 1
selected_item = find_selectable(prev, -1)
elseif Input.down() then
Audio.sfx_beep()
selected_item = selected_item + 1
if selected_item > #items then
selected_item = 1
local next_i = selected_item % n + 1
selected_item = find_selectable(next_i, 1)
end
if x ~= nil and y ~= nil then
local menu_x = x
if centered then
local max_w = 0
for _, item in ipairs(items) do
if not item.header then
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
end
menu_x = (Config.screen.width - max_w) / 2
end
local current_y = y
for i = scroll_offset + 1, math.min(n, scroll_offset + visible_count) do
local item = items[i]
local step = item.header and 8 or 10
if not item.header then
if Mouse.zone({ x = menu_x - 8, y = current_y, w = Config.screen.width, h = 10 }) then
return i, true
end
end
current_y = current_y + step
end
end
return selected_item
return selected_item, false
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/>
local function draw_rounded_rect_fill(x, y, w, h, corner_radius, color)
local inner_w = w - corner_radius * 2
local inner_h = h - corner_radius * 2
if inner_w > 0 and inner_h > 0 then
rect(x + corner_radius, y + corner_radius, inner_w, inner_h, color)
end
if inner_w > 0 and corner_radius > 0 then
rect(x + corner_radius, y, inner_w, corner_radius, color)
rect(x + corner_radius, y + h - corner_radius, inner_w, corner_radius, color)
end
if corner_radius > 0 and inner_h > 0 then
rect(x, y + corner_radius, corner_radius, inner_h, color)
rect(x + w - corner_radius, y + corner_radius, corner_radius, inner_h, color)
end
for row = 0, corner_radius - 1 do
for col = 0, corner_radius - 1 do
if col + row >= corner_radius - 1 then
pix(x + corner_radius - 1 - col, y + corner_radius - 1 - row, color)
pix(x + w - corner_radius + col, y + corner_radius - 1 - row, color)
pix(x + corner_radius - 1 - col, y + h - corner_radius + row, color)
pix(x + w - corner_radius + col, y + h - corner_radius + row, color)
end
end
end
end
local function draw_rounded_rect_border(x, y, w, h, corner_radius, color)
line(x + corner_radius, y, x + w - corner_radius - 1, y, color)
line(x + corner_radius, y + h - 1, x + w - corner_radius - 1, y + h - 1, color)
line(x, y + corner_radius, x, y + h - corner_radius - 1, color)
line(x + w - 1, y + corner_radius, x + w - 1, y + h - corner_radius - 1, color)
pix(x + corner_radius - 1, y + 1, color)
pix(x + 1, y + corner_radius - 1, color)
pix(x + w - corner_radius, y + 1, color)
pix(x + w - 2, y + corner_radius - 1, color)
pix(x + corner_radius - 1, y + h - 2, color)
pix(x + 1, y + h - corner_radius, color)
pix(x + w - corner_radius, y + h - 2, color)
pix(x + w - 2, y + h - corner_radius, color)
end
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.black
border_color = border_color or Config.colors.white
center_text = center_text or false
local r = 3
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
draw_rounded_rect_fill(box_x, box_y, box_w, box_h, r, 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
draw_rounded_rect_border(box_x, box_y, box_w, box_h, r, border_color)
end
--- Wraps text.
@@ -58,203 +208,54 @@ end
--- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local current_line = ""
local words_in_line = 0
for word in input_line:gmatch("%S+") do
words_in_line = words_in_line + 1
if #current_line == 0 then
current_line = word
elseif #current_line + #word + 1 <= max_chars_per_line then
current_line = current_line .. " " .. word
else
table.insert(lines, current_line)
current_line = word
end
end
if words_in_line > 0 then
table.insert(lines, current_line)
else
table.insert(lines, "")
end
end
if #lines == 0 then
return {""}
end
return lines
end
if text == nil then return {""} end
--- Creates a numeric stepper.
--- @within UI
--- @param label string The label for the stepper.<br/>
--- @param value_getter function Function to get the current value.<br/>
--- @param value_setter function Function to set the current value.<br/>
--- @param min number The minimum value.<br/>
--- @param max number The maximum value.<br/>
--- @param step number The step increment.<br/>
--- @param[opt] format string The format string for displaying the value.<br/>
--- @return result table A numeric stepper control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the stepper.<br/>
--- * get (function) Function to get the current value.<br/>
--- * set (function) Function to set the current value.<br/>
--- * min (number) The minimum value.<br/>
--- * max (number) The maximum value.<br/>
--- * step (number) The step increment.<br/>
--- * format (string) The format string for displaying the value.<br/>
--- * type (string) Control type identifier ("numeric_stepper").<br/>
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return {
label = label,
get = value_getter,
set = value_setter,
min = min,
max = max,
step = step,
format = format or "%.1f",
type = "numeric_stepper"
}
end
local lines = {}
--- Creates an action item.
--- @within UI
--- @param label string The label for the action item.<br/>
--- @param action function The function to execute when the item is selected.<br/>
--- @return result table An action item control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the action item.<br/>
--- * action (function) The function to execute when the item is selected.<br/>
--- * type (string) Control type identifier ("action_item").<br/>
function UI.create_action_item(label, action)
return {
label = label,
action = action,
type = "action_item"
}
end
--- Draws decision selector.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
function UI.draw_decision_selector(decisions, selected_decision_index)
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)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label
local text_width = #decision_label * 4
local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end
end
--- Draws the clock timer indicator as a circular progress bar in the top-left area.
--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
--- @within UI
function UI.draw_timer()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local m = Context.meters
local cx = 10
local cy = 20
local r_outer = 5
local r_inner = 3
local progress = m.timer_progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.white
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
local function trim(s)
return (s:gsub("^%s+", ""):gsub("%s+$", ""))
end
local function previous_whitespace_index(s, target)
if s:sub(target, target):match("%s") then
return target
end
local bg_color = Config.colors.dark_grey
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
for i = target - 1, 1, -1 do
if s:sub(i, i):match("%s") then
return i
end
end
return nil
end
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local remaining = trim(input_line)
--- Draws meters.
--- @within UI
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
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))
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
if not split_at or line == "" then
line = remaining:sub(1, max_chars_per_line)
split_at = max_chars_per_line
end
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
table.insert(lines, line)
remaining = trim(remaining:sub(split_at + 1))
end
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
table.insert(lines, remaining)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end
--- Updates decision selector.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
if #lines == 0 then
return {""}
end
return selected_decision_index
end
return lines
end

View File

@@ -14,10 +14,14 @@ end
--- @within Util
--- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id)
if screen then
local prev_screen = Screen.get_by_id(Context.game.current_screen)
local new_screen = Screen.get_by_id(screen_id)
if new_screen then
Context.game.current_screen = screen_id
screen.init()
if prev_screen and prev_screen.exit then
prev_screen.exit()
end
new_screen.init()
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
@@ -35,4 +39,31 @@ function Util.contains(t, value)
end
end
return false
end
end
--- Deep copies tables
--- @within Util
--- @param orig any The value to deep copy.
--- @param seen any Used for recursive calls to handle loops
--- @return any any The copied object
function Util.deepcopy(orig, seen)
if type(orig) ~= "table" then
return orig
end
if seen and seen[orig] then
return seen[orig] -- handle cycles / shared refs
end
local copy = {}
seen = seen or {}
seen[orig] = copy
for k, v in pairs(orig) do
local new_k = Util.deepcopy(k, seen)
local new_v = Util.deepcopy(v, seen)
copy[new_k] = new_v
end
return setmetatable(copy, getmetatable(orig))
end

View File

@@ -0,0 +1,41 @@
--- @section AscendDebugWindow
local _level = 0
--- Initialises the ASCEND debug start window.
--- @within AscendDebugWindow
function AscendDebugWindow.init()
_level = 0
end
--- Draws the ASCEND debug start window.
--- @within AscendDebugWindow
function AscendDebugWindow.draw()
UI.draw_top_bar("ASCEND Debug Start")
local cx = Config.screen.width / 2
local cy = Config.screen.height / 2
local left_arrow = _level > 0 and "<- " or " "
local right_arrow = _level < Ascension.get_max_level() and " ->" or " "
local label = left_arrow .. "Start at: " .. _level .. right_arrow
Print.text_center(label, cx, cy - 4, Config.colors.white, false, 1)
Print.text_center("Z/select: start X/back: menu", cx, Config.screen.height - 10, Config.colors.dark_grey, false, 1)
end
--- Updates the ASCEND debug start window logic.
--- @within AscendDebugWindow
function AscendDebugWindow.update()
if Input.left() then
_level = math.max(0, _level - 1)
elseif Input.right() then
_level = math.min(Ascension.get_max_level(), _level + 1)
elseif Input.select() then
Audio.sfx_select()
Context.new_game_debug(_level)
GameWindow.set_state("game")
elseif Input.back() then
Audio.sfx_deselect()
GameWindow.set_state("menu")
end
end

View File

@@ -1,11 +1,9 @@
--- @section AudioTestWindow
AudioTestWindow = {
index_menu = 1,
index_func = 1,
list_func = {},
menuitems = {},
last_pressed = false
}
AudioTestWindow.index_menu = 1
AudioTestWindow.index_func = 1
AudioTestWindow.list_func = {}
AudioTestWindow.menuitems = {}
AudioTestWindow.last_pressed = false
--- Generates menu items for audio test.
--- @within AudioTestWindow
@@ -109,9 +107,9 @@ function AudioTestWindow.update()
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.menu_confirm() then
elseif Input.select() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
elseif Input.menu_back() then
elseif Input.back() then
AudioTestWindow.back()
end
end

View File

@@ -1,102 +0,0 @@
--- @section ConfigurationWindow
ConfigurationWindow = {
controls = {},
selected_control = 1,
}
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_action_item(
"Save",
function() Config.save() end
),
UI.create_action_item(
"Restore Defaults",
function() Config.reset() end
),
}
end
--- Draws configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10
local y_start = 40
local x_value_right_align = Config.screen.width - 10
local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12
local color = Config.colors.light_blue
if control.type == "numeric_stepper" then
local value = control.get()
local label_text = control.label
local value_text = string.format(control.format, value)
local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "action_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
end
end
end
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end
--- Updates configuration window logic.
--- @within ConfigurationWindow
function ConfigurationWindow.update()
if Input.menu_back() then
GameWindow.set_state("menu")
return
end
if Input.up() then
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
if ConfigurationWindow.selected_control < 1 then
ConfigurationWindow.selected_control = #ConfigurationWindow.controls
end
elseif Input.down() then
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control + 1
if ConfigurationWindow.selected_control > #ConfigurationWindow.controls then
ConfigurationWindow.selected_control = 1
end
end
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if Input.left() then
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif Input.right() then
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end
elseif control.type == "action_item" then
if Input.menu_confirm() then
control.action()
end
end
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.select() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
end
end

View File

@@ -0,0 +1,44 @@
--- @section ControlsWindow
local _controls = {
{ action = "Navigate", keyboard = "Arrow keys", gamepad = "D-pad" },
{ action = "Select / OK", keyboard = "Space", gamepad = "Z button" },
{ action = "Back", keyboard = "Backspace", gamepad = "B button" },
{ action = "Click", keyboard = "Mouse", gamepad = "" },
}
--- Draws the controls window.
--- @within ControlsWindow
function ControlsWindow.draw()
UI.draw_top_bar("Controls")
local col_action = 4
local col_keyboard = 80
local col_gamepad = 170
local row_h = 10
local y_header = 18
local y_start = 30
Print.text("Action", col_action, y_header, Config.colors.light_grey)
Print.text("Keyboard", col_keyboard, y_header, Config.colors.light_grey)
Print.text("Gamepad", col_gamepad, y_header, Config.colors.light_grey)
line(col_action, y_header + 8, Config.screen.width - 4, y_header + 8, Config.colors.dark_grey)
for i, entry in ipairs(_controls) do
local y = y_start + (i - 1) * row_h
Print.text(entry.action, col_action, y, Config.colors.white)
Print.text(entry.keyboard, col_keyboard, y, Config.colors.light_blue)
if entry.gamepad ~= "" then
Print.text(entry.gamepad, col_gamepad, y, Config.colors.light_blue)
end
end
Print.text("Space / Z button or click to go back", col_action, Config.screen.height - 10, Config.colors.light_grey)
end
--- Updates the controls window logic.
--- @within ControlsWindow
function ControlsWindow.update()
if Input.back() or Input.select() then
Window.set_current("menu")
end
end

View File

@@ -0,0 +1,197 @@
--- @section CreditsWindow
local _time = 0.0
local _scroll_x = 0.0
local _scroll_total_w = 0
local _scroll_chars = {}
local _title_chars = {}
local _title_total_w = 0
local _stars = {}
local TITLE = "TELETYPE GAMES"
local SCROLL_PARTS = {
"WEB: GAMES.TELETYPE.HU",
"BBS: GAMES.TELETYPE.HU:2323",
"IRC: LIBERA.CHAT #TELETYPEGAMES",
"YOUTUBE.COM/@TELETYPEGAMES",
}
local SCROLL_SEP = " * "
local SCROLL_SPEED = 55.0
local SCROLL_Y = 129
local SCROLL_ZONE_COLS = { 7, 4, 9 }
local TITLE_Y = 4
local TITLE_FALL_DUR = 0.45
local TITLE_DELAY_STEP = 0.18
local RASTER_COLS = { 1, 3, 9, 10, 11, 4, 11, 10, 9, 3, 1 }
local RASTER_Y_TOP = 26
local RASTER_Y_BOT = 110
local AUTHORS = {
"Mr. Zero - Zsolt Tasnadi",
"Mr. One - Ballz",
"Mr. Two - Zoltan Timar",
"Mr. Three - Bela Mezo",
}
local AUTHORS_BASE_Y = 56
local AUTHORS_LINE_H = 12
local AUTHORS_ENTRY_DT = 0.65
local AUTHORS_ENTRY_V = 2.5
local RAINBOW = { 4, 9, 3, 7, 13, 2, 9, 4 }
local NUM_STARS = 40
--- Initialises credits state and pre-computes character metrics.
--- @within CreditsWindow
function CreditsWindow.init()
_time = 0.0
_scroll_x = Config.screen.width + 4.0
_title_chars = {}
_title_total_w = 0
for i = 1, #TITLE do
local ch = TITLE:sub(i, i)
local w = print(ch, 0, -100, 0, false, 2)
_title_chars[i] = { ch = ch, ox = _title_total_w, w = w }
_title_total_w = _title_total_w + w
end
_scroll_chars = {}
_scroll_total_w = 0
local function append_str(str, col)
for i = 1, #str do
local ch = str:sub(i, i)
local w = print(ch, 0, -100, 0, false, 1)
_scroll_chars[#_scroll_chars + 1] = { ch = ch, ox = _scroll_total_w, w = w, col = col }
_scroll_total_w = _scroll_total_w + w
end
end
for _, part in ipairs(SCROLL_PARTS) do
append_str(part, RAINBOW[math.random(#RAINBOW)])
append_str(SCROLL_SEP, Config.colors.white)
end
_stars = {}
for i = 1, NUM_STARS do
_stars[i] = {
x = math.random(0, Config.screen.width - 1) + 0.0,
y = math.random(0, Config.screen.height - 1),
spd = (i % 3 + 1) * 10.0,
col = ({ 1, 2, 4, 4 })[(i % 4) + 1],
}
end
end
local function draw_stars()
for _, s in ipairs(_stars) do
pix(math.floor(s.x), s.y, s.col)
end
end
local function draw_rasters()
local cy = RASTER_Y_TOP + math.floor(math.sin(_time * 1.3) * 6)
for i, col in ipairs(RASTER_COLS) do
local y = cy + i - 1
if y >= 0 and y < Config.screen.height then
line(0, y, Config.screen.width - 1, y, col)
end
end
local cy2 = RASTER_Y_BOT + math.floor(math.sin(_time * 1.7 + 1.5) * 5)
for i, col in ipairs(RASTER_COLS) do
local y = cy2 + i - 1
if y >= 0 and y < Config.screen.height then
line(0, y, Config.screen.width - 1, y, col)
end
end
end
local function bounce_out(p)
local n1, d1 = 7.5625, 2.75
if p < 1 / d1 then
return n1 * p * p
elseif p < 2 / d1 then
p = p - 1.5 / d1; return n1 * p * p + 0.75
elseif p < 2.5 / d1 then
p = p - 2.25 / d1; return n1 * p * p + 0.9375
else
p = p - 2.625 / d1; return n1 * p * p + 0.984375
end
end
local function draw_title()
local sx = math.floor((Config.screen.width - _title_total_w) / 2)
local n = #_title_chars
local max_dist = (n - 1) / 2.0
for i, tc in ipairs(_title_chars) do
local dist = math.abs(i - (n + 1) / 2.0)
local delay = (max_dist - dist) * TITLE_DELAY_STEP
local t = math.max(0, _time - delay)
local p = math.min(1, t / TITLE_FALL_DUR)
local y = math.floor(-14 + bounce_out(p) * (TITLE_Y + 14))
print(tc.ch, sx + tc.ox + 1, y + 1, 0, false, 2)
print(tc.ch, sx + tc.ox, y, Config.colors.light_blue, false, 2)
end
end
local function draw_authors()
local col = Config.colors.light_blue
for i, lbl in ipairs(AUTHORS) do
local enter_t = math.max(0, _time - (i - 1) * AUTHORS_ENTRY_DT)
local slide = math.max(0, 1 - enter_t * AUTHORS_ENTRY_V)
local x_off = math.floor(slide * (Config.screen.width + 40))
local yo = (slide < 0.01) and math.floor(math.sin(_time * 2.0 + i * 1.1) * 2) or 0
Print.text(lbl, 12 + x_off, AUTHORS_BASE_Y + (i - 1) * AUTHORS_LINE_H + yo, col)
end
end
local function draw_scroller()
local third = Config.screen.width / 3
for pass = 0, 1 do
local base = _scroll_x + pass * _scroll_total_w
for _, sc in ipairs(_scroll_chars) do
local x = math.floor(base + sc.ox)
if x >= Config.screen.width then break end
if x + sc.w > 0 then
local zone = math.max(1, math.min(3, math.floor(x / third) + 1))
print(sc.ch, x, SCROLL_Y, SCROLL_ZONE_COLS[zone], false, 1)
end
end
end
end
--- Draws the credits window.
--- @within CreditsWindow
function CreditsWindow.draw()
cls(Config.colors.black)
draw_stars()
draw_rasters()
draw_title()
Print.text_center("Authors", Config.screen.width / 2, 47, Config.colors.light_grey)
draw_authors()
draw_scroller()
end
--- Updates credits window logic.
--- @within CreditsWindow
function CreditsWindow.update()
_time = _time + Context.delta_time
for _, s in ipairs(_stars) do
s.x = s.x + s.spd * Context.delta_time
if s.x >= Config.screen.width then s.x = s.x - Config.screen.width end
end
_scroll_x = _scroll_x - SCROLL_SPEED * Context.delta_time
if _scroll_x <= -_scroll_total_w then
_scroll_x = _scroll_x + _scroll_total_w
end
if Input.back() or Input.select() then
Window.set_current("menu")
end
end

View File

@@ -0,0 +1,111 @@
--- @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.black,
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
local left_arrow_color = Input.left() and Config.colors.white or Config.colors.orange
local right_arrow_color = Input.right() and Config.colors.white or Config.colors.orange
local left_arrow_contour_color = Input.left() and Config.colors.white or Config.colors.black
local right_arrow_contour_color = Input.right() and Config.colors.white or Config.colors.black
Print.text_center_contour("<", 6, answer_text_y, left_arrow_color, false, 1, left_arrow_contour_color)
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.orange)
Print.text_center_contour(">", Config.screen.width - 6, answer_text_y, right_arrow_color, false, 1, right_arrow_contour_color)
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

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