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7 Commits

Author SHA1 Message Date
bb66f14bfa Add the street background and update the office.
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ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-19 22:28:10 +01:00
86a2ebcfa1 Merge branch 'feature/add-bedroom-to-screen1' of https://git.teletype.hu/games/impostor into feature/add-bedroom-to-screen1 2026-02-19 22:13:22 +01:00
cbfe14fc16 Add the street background. 2026-02-19 21:33:01 +01:00
8f58cd713e Makefile update
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ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-12 20:13:29 +01:00
6977800f6a Display Norman's room at Screen 1.
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ci/woodpecker/push/woodpecker Pipeline failed
2026-02-12 19:22:24 +01:00
68ccdb632a Add Norman's bedroom to Screen 1.
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2026-02-12 19:21:11 +01:00
df085da8ff Add the map to the asset types for export-import.
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ci/woodpecker/push/woodpecker Pipeline failed
2026-02-12 18:58:24 +01:00
77 changed files with 1021 additions and 3462 deletions

4
.gitignore vendored
View File

@@ -1,6 +1,2 @@
.local
impostor.lua
impostor.original.lua
prompts
docs
minify.lua

View File

@@ -1,66 +0,0 @@
-- .luacheckrc
-- Configuration for luacheck
globals = {
"Focus",
"Util",
"Decision",
"Situation",
"Screen",
"Sprite",
"UI",
"Print",
"Input",
"Audio",
"Config",
"Context",
"Meter",
"Minigame",
"Window",
"SplashWindow",
"IntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ConfigurationWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"mset",
"mget",
"btnp",
"keyp",
"music",
"sfx",
"spr",
"rect",
"rectb",
"circ",
"circb",
"cls",
"tri",
"pix",
"line",
"Songs",
"frame_from_beat",
"beats_to_pattern",
"MapBedroom",
"TIC",
"exit",
"trace",
"index_menu",
"Map",
"map",
}
-- Exclude certain warnings globally
exclude_warnings = {
"undefined_global", -- Will be covered by 'globals' table
"redefined_loop_variable", -- Common in Lua for iterators
}
-- Options for unused variables
std = "lua51" -- Assuming Lua 5.1, common for TIC-80

19
.vscode/settings.json vendored
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@@ -14,21 +14,6 @@
"inc/?.lua"
],
"Lua.diagnostics.disable": [
"undefined-global",
"undefined-doc-param",
"undefined-doc-name",
"luadoc-miss-param-name"
],
"python.autoComplete.extraPaths": [
"${workspaceFolder}/sources/poky/bitbake/lib",
"${workspaceFolder}/sources/poky/meta/lib"
],
"python.analysis.extraPaths": [
"${workspaceFolder}/sources/poky/bitbake/lib",
"${workspaceFolder}/sources/poky/meta/lib"
],
"files.associations": {
"*.conf": "bitbake",
"*.inc": "bitbake"
}
"undefined-global"
]
}

27
.vscode/tasks.json vendored
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@@ -1,27 +0,0 @@
{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "Run TIC80",
"type": "shell",
"command": "tic80 --fs=. impostor.lua"
},
{
"label": "Build & Run TIC80",
"type": "shell",
"command": "make build && tic80 --fs=. impostor.lua"
},
{
"label": "Export assets",
"type": "shell",
"command": "make export_assets"
},
{
"label": "Make build",
"type": "shell",
"command": "make build"
},
]
}

View File

@@ -5,32 +5,7 @@ steps:
- 'apk add --no-cache make'
- 'make ci-version'
- name: lint
image: alpine
commands:
- 'apk add --no-cache make lua5.4 lua5.4-dev luarocks gcc musl-dev'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'ln -sf /usr/bin/luarocks-5.4 /usr/bin/luarocks'
- 'luarocks install luacheck'
- 'make ci-lint'
- name: minify
image: alpine
commands:
- 'apk add --no-cache make lua5.4 curl'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'make ci-minify'
- name: docs
image: alpine
commands:
- 'apk add --no-cache make lua5.4 lua5.4-dev luarocks gcc musl-dev zip'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'ln -sf /usr/bin/luarocks-5.4 /usr/bin/luarocks'
- 'luarocks install ldoc'
- 'make ci-docs'
- name: export
- name: build
image: git.teletype.hu/internal/tic80pro:latest
environment:
XDG_RUNTIME_DIR: /tmp
@@ -48,7 +23,7 @@ steps:
from_secret: droparea_ssh_password
commands:
- 'apk add --no-cache make openssh-client sshpass'
- 'make ci-artifact'
- 'make ci-upload'
- name: update
image: alpine
@@ -58,4 +33,4 @@ steps:
from_secret: update_secret_key
commands:
- 'apk add --no-cache make curl'
- 'make ci-update'
- 'make ci-update'

105
GEMINI.md
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@@ -51,107 +51,4 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
## Agent Directives
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
---
# Impostor Minigame Documentation
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
## Table of Contents
- [Overview](#overview)
- [Button Mash Minigame](#button-mash-minigame)
- [Rhythm Minigame](#rhythm-minigame)
- [DDR Minigame](#ddr-minigame)
- [Integration Guide](#integration-guide)
- [Common Features](#common-features)
---
## Overview
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
- **Overlay rendering** - Minigame render over the current game window
- **Progress tracking** - Visual indicators show completion status
- **Return mechanism** - Automatic return to the calling window upon completion
- **Visual feedback** - Button presses and hits are visually indicated
---
## Button Mash Minigame
**File**: `inc/window/window.minigame.mash.lua`
### Description
A fast-paced minigame where the player must repeatedly press the Z button to fill a progress bar. The bar automatically degrades over time, and the degradation rate increases as the bar fills up, creating increasing difficulty.
### Gameplay Mechanics
- **Objective**: Fill the progress bar to 100% by pressing Z repeatedly
- **Challenge**: The bar degrades automatically, with degradation increasing as it fills
- **Win Condition**: Bar reaches 100%
- **No Fail State**: Player can keep trying until successful
### Visual Elements
#### Simple sketch
![button_mash.png](/button_mash.png)
```
Progress Bar (200x12px at 20,10):
┌────────────────────────────────────┐
│████████████████░░░░░░░░░░░░░░ 45%│
└────────────────────────────────────┘
Button Indicator (Bottom):
╔═══╗
║ Z ║ ← Press repeatedly!
╚═══╝
Text: "MASH Z!"
```
#### Configuration Parameters
```lua
bar_fill = 0 -- Current fill level (0-100)
max_fill = 100 -- Target fill level
fill_per_press = 8 -- Points gained per button press
base_degradation = 0.15 -- Base degradation per frame
degradation_multiplier = 0.006 -- Increases degradation with bar fill
button_press_duration = 8 -- Visual feedback duration (frames)
```
#### Usage Example
```lua
-- Start button mash minigame
MinigameButtonMashWindow.start(WINDOW_GAME)
-- Or from any window
MinigameButtonMashWindow.start(WINDOW_POPUP)
```
#### Color Coding
- **Green**: Low fill (0-33%)
- **Medium (NPC color)**: Medium fill (34-66%)
- **Yellow (Item color)**: High fill (67-100%)
---
## Rhythm Minigame
**File**: `inc/window/window.minigame.rhythm.lua`
### Description
A timing-based minigame where the player must press Z when a moving line crosses a green target zone. The target zone shrinks with each successful hit, making the game progressively more challenging.
### Gameplay Mechanics
- **Objective**: Score 10 points by timing button presses correctly
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.

182
Makefile
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@@ -6,22 +6,15 @@ PROJECT = impostor
ORDER = $(PROJECT).inc
OUTPUT = $(PROJECT).lua
OUTPUT_ORIGINAL = $(PROJECT).original.lua
OUTPUT_ZIP = $(PROJECT).html.zip
OUTPUT_TIC = $(PROJECT).tic
MINIFY = minify.lua
MINIFY_URL = https://raw.githubusercontent.com/ztimar31/lua-minify-tic80/refs/heads/master/minify.lua
SRC_DIR = inc
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
ASSETS_LUA = inc/meta/meta.assets.lua
ASSETS_DIR = assets
ASSET_TYPES = tiles sprites sfx music
LINT_TMP_LUA := /tmp/_lint_combined.lua
LINT_TMP_MAP := /tmp/_lint_map.txt
ASSET_TYPES = map tiles sprites sfx music
# CI/CD variables
VERSION_FILE = .version
@@ -34,22 +27,16 @@ UPDATE_SERVER ?= https://games.vps.teletype.hu
all: build
build:
build: $(OUTPUT)
$(OUTPUT): $(SRC) $(ORDER)
@rm -f $(OUTPUT)
@sed 's/\r$$//' $(ORDER) | while read f; do \
@while read f; do \
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
echo "" >> $(OUTPUT); \
done
done < $(ORDER)
download-minify:
@test -f $(MINIFY) || { echo "==> Downloading $(MINIFY)"; curl -fsSL $(MINIFY_URL) -o $(MINIFY); }
minify: build download-minify
@echo "==> Minifying $(OUTPUT)"
@cp $(OUTPUT) $(OUTPUT_ORIGINAL)
@lua $(MINIFY) minify $(OUTPUT_ORIGINAL) > $(OUTPUT)
export: minify
export: build
@if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; \
exit 1; \
@@ -68,10 +55,10 @@ export: minify
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch:
$(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
make build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
import_assets: build
import_assets: $(OUTPUT)
@TIC_CMD="load $(OUTPUT) &"; \
for t in $(ASSET_TYPES); do \
for f in $(ASSETS_DIR)/$$t/*.png; do \
@@ -89,69 +76,6 @@ define f_export_asset_awk
cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3)
endef
lint:
@echo "==> Merging..."
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
@touch $(LINT_TMP_LUA)
@line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \
f=$$(printf '%s' "$$f" | tr -d '\r'); \
[ -z "$$f" ] && continue; \
before=$$(wc -l < $(LINT_TMP_LUA)); \
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
printf '\n' >> $(LINT_TMP_LUA); \
after=$$(wc -l < $(LINT_TMP_LUA)); \
linecount=$$((after - before)); \
echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \
line=$$((line + linecount)); \
done < $(ORDER)
@echo "==> luacheck..."
@LINT_OUTPUT=$$(luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
BEGIN { \
NR_map = 0; \
while ((getline line < map) > 0) { \
n = split(line, a, " "); \
start[NR_map] = a[1]+0; \
count[NR_map] = a[2]+0; \
fname[NR_map] = a[3]; \
NR_map++; \
} \
} \
/^[^:]+:[0-9]+:[0-9]+:/ { \
colon1 = index($$0, ":"); \
rest1 = substr($$0, colon1+1); \
colon2 = index(rest1, ":"); \
absline = substr(rest1, 1, colon2-1) + 0; \
rest2 = substr(rest1, colon2+1); \
colon3 = index(rest2, ":"); \
col = substr(rest2, 1, colon3-1); \
rest = substr(rest2, colon3); \
found = 0; \
for (i = 0; i < NR_map; i++) { \
end_line = start[i] + count[i] -1; \
if (absline >= start[i] && absline <= end_line) { \
relline = absline - start[i] + 1; \
print fname[i] ":" relline ":" col ":" rest; \
found = 1; \
break; \
} \
} \
if (!found) print $$0; \
next; \
} \
{ print } \
'); \
echo "$$LINT_OUTPUT"; \
NUM_ISSUES=$$(echo "$$LINT_OUTPUT" | grep -cE "^[^:]+:[0-9]+:[0-9]+:"); \
if [ "$$NUM_ISSUES" -gt 0 ]; then \
echo "Total: $$NUM_ISSUES issue(s) found, commit aborted."; \
exit 1; \
else \
echo "Checking /tmp/_lint_combined.lua OK"; \
echo "Total: 0 warnings / 0 errors in 1 file"; \
fi
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
export_assets:
# $(OUTPUT) would be a circular dependency
@test -e $(OUTPUT)
@@ -166,43 +90,12 @@ export_assets:
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(PROJECT)-*-docs.zip $(PROJECT)-docs.zip $(OUTPUT) $(OUTPUT_ORIGINAL)
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
@echo "==> Cleaned build artifacts"
install_precommit_hook:
@echo "Installing Git pre-commit hook (lint check)..."
@mkdir -p .git/hooks
@printf '#!/bin/bash\n' > .git/hooks/pre-commit
@printf 'echo "Running lint before commit..."\n' >> .git/hooks/pre-commit
@printf 'make lint\n' >> .git/hooks/pre-commit
@printf 'if [ $$? -ne 0 ]; then\n' >> .git/hooks/pre-commit
@printf ' echo "Lint failed! Commit aborted."\n' >> .git/hooks/pre-commit
@printf ' exit 1\n' >> .git/hooks/pre-commit
@printf 'fi\n' >> .git/hooks/pre-commit
@chmod +x .git/hooks/pre-commit
@echo "Pre-commit hook installed successfully."
docs: build
@echo "==> Checking for ldoc..."
@if ! command -v ldoc &> /dev/null; then \
echo "ldoc not found, attempting to install with luarocks..."; \
if command -v luarocks &> /dev/null; then \
luarocks install ldoc; \
else \
echo "Error: luarocks not found. Please install luarocks and then ldoc manually."; \
exit 1; \
fi; \
fi
@echo "==> Running ldoc..."
@ldoc ${OUTPUT} -d docs
@echo "==> Documentation generated."
# -----------------------------------------
# CI/CD Pipeline targets
# -----------------------------------------
# CI/CD Targets
ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
@VERSION=$$(sed -n "s/^-- version: //p" inc-meta-meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
@@ -211,48 +104,33 @@ ci-version:
echo "VERSION is: $$VERSION"; \
echo $$VERSION > $(VERSION_FILE)
ci-lint: lint
ci-minify: minify
ci-docs:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Generating docs from $(OUTPUT_ORIGINAL)"; \
ldoc $(OUTPUT_ORIGINAL) -d docs; \
echo "==> Zipping docs for version $$VERSION"; \
(cd docs && zip -r ../$(PROJECT)-$$VERSION-docs.zip .); \
cp $(PROJECT)-$$VERSION-docs.zip $(PROJECT)-docs.zip; \
echo "==> Docs zip created"
ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Exporting HTML for version $$VERSION"; \
tic80 --cli --skip --fs=. \
--cmd="load $(OUTPUT) & save $(PROJECT)-$$VERSION & export html $(PROJECT)-$$VERSION.html & exit"; \
if [ -f "$(PROJECT)-$$VERSION.tic" ]; then \
cp $(PROJECT)-$$VERSION.tic $(PROJECT).tic; \
fi; \
if [ -f "$(PROJECT)-$$VERSION.html.zip" ]; then \
cp $(PROJECT)-$$VERSION.html.zip $(PROJECT).html.zip; \
fi; \
echo "==> Generated files:"; \
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
echo "==> Building and exporting version $$VERSION"; \
$(MAKE) export VERSION=$$VERSION
ci-artifact:
ci-upload:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Uploading artifacts for version $$VERSION"; \
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true; \
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
FILE_LUA=$(PROJECT)-$$VERSION.lua; \
FILE_TIC=$(PROJECT)-$$VERSION.tic; \
FILE_HTML_ZIP=$(PROJECT)-$$VERSION.html.zip; \
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \
$(PROJECT)-$$VERSION.lua \
$(PROJECT)-$$VERSION.tic \
$(PROJECT)-$$VERSION.html.zip \
$(PROJECT)-$$VERSION-docs.zip \
$$SCP_TARGET
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) $$FILE_LUA $$FILE_TIC $$FILE_HTML_ZIP $$SCP_TARGET
ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
.PHONY: all build download-minify minify export watch import_assets export_assets clean lint install_precommit_hook docs ci-version ci-lint ci-minify ci-docs ci-export ci-artifact ci-update
.PHONY: all build export watch import_assets export_assets clean ci-version ci-export ci-upload ci-update
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>

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@@ -1 +0,0 @@
0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa

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@@ -1,51 +1,19 @@
meta/meta.header.lua
init/init.module.lua
init/init.modules.lua
init/init.config.lua
init/init.minigame.lua
init/init.meter.lua
init/init.windows.lua
init/init.context.lua
system/system.util.lua
system/system.print.lua
entity/entity.npc.lua
entity/entity.item.lua
system/system.input.lua
system/system.focus.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.songs.lua
sprite/sprite.manager.lua
sprite/sprite.norman.lua
situation/situation.manager.lua
situation/situation.drink_coffee.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_walking_to_home.lua
decision/decision.play_button_mash.lua
decision/decision.play_rhythm.lua
decision/decision.play_ddr.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
window/window.manager.lua
window/window.register.lua
window/window.splash.lua
window/window.intro.lua
window/window.menu.lua
window/window.configuration.lua
window/window.audiotest.lua
window/window.popup.lua
window/window.minigame.mash.lua
window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua
window/window.game.lua
system/system.main.lua
meta/meta.assets.lua

View File

@@ -1,43 +0,0 @@
--- @section Audio
--- Stops current music.
--- @within Audio
function Audio.music_stop() music() end
--- Plays main menu music.
--- @within Audio
function Audio.music_play_mainmenu() 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.
--- @within Audio
function Audio.music_play_room_work() 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

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@@ -1,164 +0,0 @@
--- @section Songs
-- DDR Arrow Spawn Patterns
-- Each song defines when arrows should spawn, synced to music beats
Songs = {
-- Example song pattern
test_song = {
name = "Test Song",
bpm = 120, -- Beats per minute (for reference)
fps = 60, -- Frames per second (TIC-80 default)
end_frame = 570, -- Frame when song ends (last note)
-- Arrow spawn pattern
-- Each entry defines when (in frames) and which direction arrow spawns
-- Formula: frame = (beat / bpm) * 60 * fps
-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
pattern = {
-- Beat 1-4 (intro)
{frame = 30, dir = "left"},
{frame = 60, dir = "down"},
{frame = 90, dir = "up"},
{frame = 120, dir = "right"},
-- Beat 5-8 (faster)
{frame = 135, dir = "left"},
{frame = 150, dir = "right"},
{frame = 165, dir = "left"},
{frame = 180, dir = "right"},
-- Beat 9-12 (complex pattern)
{frame = 210, dir = "left"},
{frame = 210, dir = "right"}, -- simultaneous
{frame = 240, dir = "up"},
{frame = 240, dir = "down"}, -- simultaneous
{frame = 270, dir = "left"},
{frame = 300, dir = "right"},
-- Beat 13-16 (rapid sequence)
{frame = 330, dir = "left"},
{frame = 345, dir = "down"},
{frame = 360, dir = "up"},
{frame = 375, dir = "right"},
{frame = 390, dir = "left"},
{frame = 405, dir = "down"},
{frame = 420, dir = "up"},
{frame = 435, dir = "right"},
-- Beat 17-20 (finale)
{frame = 465, dir = "up"},
{frame = 465, dir = "down"},
{frame = 495, dir = "left"},
{frame = 495, dir = "right"},
{frame = 525, dir = "up"},
{frame = 540, dir = "down"},
{frame = 555, dir = "left"},
{frame = 570, dir = "right"}
}
},
test_song_2 = {
name = "Test Song 2",
bpm = 120, -- Beats per minute (for reference)
fps = 60, -- Frames per second (TIC-80 default)
end_frame = 570, -- Frame when song ends (last note)
-- Arrow spawn pattern
-- Each entry defines when (in frames) and which direction arrow spawns
-- Formula: frame = (beat / bpm) * 60 * fps
-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
pattern = {
-- Beat 1-4 (intro)
{frame = 30, dir = "left"},
{frame = 60, dir = "down"},
{frame = 90, dir = "up"},
{frame = 120, dir = "right"},
-- Beat 5-8 (faster)
{frame = 135, dir = "left"},
{frame = 150, dir = "right"},
{frame = 165, dir = "left"},
{frame = 180, dir = "right"},
-- Beat 9-12 (complex pattern)
{frame = 210, dir = "left"},
{frame = 210, dir = "right"}, -- simultaneous
{frame = 240, dir = "up"},
{frame = 240, dir = "down"}, -- simultaneous
{frame = 270, dir = "left"},
{frame = 300, dir = "right"},
-- Beat 13-16 (rapid sequence)
{frame = 330, dir = "left"},
{frame = 345, dir = "down"},
{frame = 360, dir = "up"},
{frame = 375, dir = "right"},
{frame = 390, dir = "left"},
{frame = 405, dir = "down"},
{frame = 420, dir = "up"},
{frame = 435, dir = "right"},
-- Beat 17-20 (finale)
{frame = 465, dir = "up"},
{frame = 465, dir = "down"},
{frame = 495, dir = "left"},
{frame = 495, dir = "right"},
{frame = 525, dir = "up"},
{frame = 540, dir = "down"},
{frame = 555, dir = "left"},
{frame = 570, dir = "right"}
}
},
-- Random mode (no predefined pattern, spawns randomly)
random = {
name = "Random Mode",
bpm = 0, -- Not applicable for random mode
fps = 60,
end_frame = nil, -- No end frame for random mode
pattern = {} -- Empty, will spawn randomly in game
}
}
--- Converts beats to frames.
--- @within Songs
--- @param beat number The beat number.
--- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60).
--- @return number The corresponding frame number.
function frame_from_beat(beat, bpm, fps)
fps = fps or 60
local seconds_per_beat = 60 / bpm
local frames_per_beat = seconds_per_beat * fps
return math.floor(beat * frames_per_beat)
end
--- Converts beat notation to frame pattern.
--- @within Songs
--- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
--- @param beats.1 number The beat number.
--- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
--- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60).
--- @return result table The generated pattern or nil. </br>
--- Fields: </br>
--- * frame (number) The frame number when the arrow should spawn.<br/>
--- * dir (string) Arrow direction ("left", "down", "up", or "right").<br/>
function beats_to_pattern(beats, bpm, fps)
fps = fps or 60
local pattern = {}
for _, beat_data in ipairs(beats) do
local beat = beat_data[1]
local dir = beat_data[2]
table.insert(pattern, {
frame = frame_from_beat(beat, bpm, fps),
dir = dir
})
end
return pattern
end
-- Example of creating a song using beat notation:
--[[
Songs.custom_song = {
name = "Custom Song",
bpm = 130,
fps = 60,
pattern = beats_to_pattern({
{1, "left"},
{2, "down"},
{3, "up"},
{4, "right"},
{4.5, "left"},
{5, "right"}
}, 130)
}
]]

View File

@@ -1,7 +0,0 @@
Decision.register({
id = "go_to_home",
label = "Go to Home",
handle = function()
Util.go_to_screen_by_id("home")
end,
})

View File

@@ -1,7 +0,0 @@
Decision.register({
id = "go_to_office",
label = "Go to Office",
handle = function()
Util.go_to_screen_by_id("office")
end,
})

View File

@@ -1,7 +0,0 @@
Decision.register({
id = "go_to_toilet",
label = "Go to Toilet",
handle = function()
Util.go_to_screen_by_id("toilet")
end,
})

View File

@@ -1,7 +0,0 @@
Decision.register({
id = "go_to_walking_to_home",
label = "Walking to home",
handle = function()
Util.go_to_screen_by_id("walking_to_home")
end,
})

View File

@@ -1,7 +0,0 @@
Decision.register({
id = "go_to_walking_to_office",
label = "Walking to office",
handle = function()
Util.go_to_screen_by_id("walking_to_office")
end,
})

View File

@@ -1,8 +0,0 @@
Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
handle = function()
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
Context.game.current_situation = new_situation_id
end,
})

View File

@@ -1,100 +0,0 @@
--- @section Decision
local _decisions = {}
--- Registers a decision definition.
--- @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[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)!"})
return
end
if not decision.label then
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
return
end
if not decision.condition then
decision.condition = function() return true end
end
if not decision.handle then
decision.handle = function() end
end
if _decisions[decision.id] then
trace("Warning: Overwriting decision with id: " .. decision.id)
end
_decisions[decision.id] = decision
end
--- Gets a decision by ID.
--- @within Decision
--- @param id string The ID of the decision.
--- @return table|nil result The decision table or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_by_id(id)
return _decisions[id]
end
--- Gets all registered decisions.
--- @within Decision
--- @return result table A table of all registered decisions, indexed by their IDs. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_all()
return _decisions
end
--- Gets decision objects based on a screen's data.
--- @within Decision
--- @param screen_data table The data for the screen.
--- @param screen_data.decisions table Array of decision ID strings.
--- @return result table An array of decision objects relevant to the screen or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then
return {}
end
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get_by_id(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
end
return screen_decisions
end
--- Filters a list of decision objects based on their condition function.
--- @within Decision
--- @param decisions_list table A table of decision objects.
--- @return result table An array of decisions for which condition() is true or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and decision.condition() then
table.insert(available, decision)
end
end
return available
end

View File

@@ -1,12 +0,0 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function()
Meter.hide()
MinigameButtonMashWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
})
end,
})

View File

@@ -1,5 +0,0 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
})

View File

@@ -1,12 +0,0 @@
Decision.register({
id = "play_rhythm",
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,
focus_initial_radius = 0,
})
end,
})

View File

@@ -0,0 +1,7 @@
function Item.use()
Print.text("Used item: " .. Context.dialog.active_entity.name)
end
function Item.look_at()
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
end

13
inc/entity/entity.npc.lua Normal file
View File

@@ -0,0 +1,13 @@
function NPC.talk_to()
local npc = Context.dialog.active_entity
if npc.dialog and npc.dialog.start then
PopupWindow.set_dialog_node("start")
else
-- if no dialog, go back
GameWindow.set_state(WINDOW_GAME)
end
end
function NPC.fight() end
function NPC.go_back()
GameWindow.set_state(WINDOW_GAME)
end

View File

@@ -1,59 +1,49 @@
Config = {}
--- Return initial data for Config
--- @within Config
function Config.initial_data()
return {
screen = {
width = 240,
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
},
timing = {
splash_duration = 120
}
local DEFAULT_CONFIG = {
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
green = 6,
npc = 8,
item = 12 -- yellow
},
player = {
sprite_id = 1
},
timing = {
splash_duration = 120
}
end
}
--- Restores default configuration settings.
--- @within Config
function Config.reset()
local initial = Config.initial_data()
Config.screen = initial.screen
Config.colors = initial.colors
Config.timing = initial.timing
end
local Config = {
-- Copy default values initially
screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player,
timing = DEFAULT_CONFIG.timing,
}
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
--- 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)
-- Save physics settings
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
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)
else
Config.reset()
end
Config.restore_defaults()
-- Check if config has been saved before using a magic value
end
function Config.restore_defaults()
-- Any other configurable items should be reset here
end
-- Load configuration on startup
Config.load()

View File

@@ -2,85 +2,421 @@ local SAVE_GAME_BANK = 6
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA
--- Global game context.
--- @section Context
Context = {}
local SAVE_GAME_PLAYER_X_ADDRESS = 1
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
local SAVE_GAME_selectS_ADDRESS = 5
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
--- Gets initial data for Context.
--- @within 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/>
--- * 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/>
function Context.initial_data()
local VX_VY_OFFSET = 128 -- Offset for negative velocities
-- Helper for deep copying tables
local function clone_table(t)
local copy = {}
for k, v in pairs(t) do
if type(v) == "table" then
copy[k] = clone_table(v)
else
copy[k] = v
end
end
return copy
end
-- This function returns a table containing only the initial *data* for Context
local function get_initial_data()
return {
current_menu_item = 1,
splash_timer = Config.timing.splash_duration,
popup = {
show = false,
content = {}
active_window = WINDOW_SPLASH,
intro = {
y = Config.screen.height,
speed = 0.5,
text = "Norman Reds everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
},
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(),
meters = Meter.get_initial(),
game = {
current_screen = "home",
current_situation = nil,
}
current_screen = 1,
splash_timer = Config.timing.splash_duration,
dialog = {
text = "",
menu_items = {},
selected_menu_item = 1,
active_entity = nil,
showing_description = false,
current_node_key = nil
},
player = {
sprite_id = Config.player.sprite_id
},
ground = {
x = 0,
y = Config.screen.height,
w = Config.screen.width,
h = 8
},
menu_items = {},
selected_menu_item = 1,
game_in_progress = false, -- New flag
screens = clone_table({
{
-- Screen 1
name = "Screen 1",
npcs = {
{
name = "Trinity",
sprite_id = 2,
dialog = {
start = {
text = "Hello, Neo.",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "My name is not Neo.", next_node = "not_neo"},
{label = "...", next_node = "silent"}
}
},
who_are_you = {
text = "I am Trinity. I've been looking for you.",
options = {
{label = "The famous hacker?", next_node = "famous_hacker"},
{label = "Why me?", next_node = "why_me"}
}
},
not_neo = {
text = "I know. But you will be.",
options = {
{label = "What are you talking about?", next_node = "who_are_you"}
}
},
silent = {
text = "You're not much of a talker, are you?",
options = {
{label = "I guess not.", next_node = "dialog_end"}
}
},
famous_hacker = {
text = "The one and only.",
options = {
{label = "Wow.", next_node = "dialog_end"}
}
},
why_me = {
text = "Morpheus believes you are The One.",
options = {
{label = "The One?", next_node = "the_one"}
}
},
the_one = {
text = "The one who will save us all.",
options = {
{label = "I'm just a programmer.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "We'll talk later.",
options = {} -- No options, ends conversation
}
}
},
{
name = "Oracle",
sprite_id = 3,
dialog = {
start = {
text = "I know what you're thinking. 'Am I in the right place?'",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "I guess I am.", next_node = "you_are"}
}
},
who_are_are = {
text = "I'm the Oracle. And you're right on time. Want a cookie?",
options = {
{label = "Sure.", next_node = "cookie"},
{label = "No, thank you.", next_node = "no_cookie"}
}
},
you_are = {
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
options = {
{label = "Yes, please.", next_node = "cookie"},
{label = "I'm good.", next_node = "no_cookie"}
}
},
cookie = {
text = "Here you go. Now, what's really on your mind?",
options = {
{label = "Am I The One?", next_node = "the_one"},
{label = "What is the Matrix?", next_node = "the_matrix"}
}
},
no_cookie = {
text = "Suit yourself. Now, what's troubling you?",
options = {
{label = "Am I The One?", next_node = "the_one"},
{label = "What is the Matrix?", next_node = "the_matrix"}
}
},
the_one = {
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
options = {
{label = "So I'm not?", next_node = "dialog_end"}
}
},
the_matrix = {
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
options = {
{label = "I see.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "You have to understand, most of these people are not ready to be unplugged.",
options = {}
}
}
}
},
items = {
{
name = "Key",
sprite_id = 4,
desc = "A rusty old key. It might open something."
}
}
},
{
-- Screen 2
name = "Screen 2",
npcs = {
{
name = "Morpheus",
sprite_id = 5,
dialog = {
start = {
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
options = {
{label = "It's an honor to meet you.", next_node = "honor"},
{label = "You've been looking for me.", next_node = "looking_for_me"}
}
},
honor = {
text = "No, the honor is mine.",
options = {
{label = "What is this place?", next_node = "what_is_this_place"}
}
},
looking_for_me = {
text = "I have. For some time.",
options = {
{label = "What is this place?", next_node = "what_is_this_place"}
}
},
what_is_this_place = {
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
options = {
{label = "Right.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "I've been waiting for you, Neo. We have much to discuss.",
options = {} -- Ends conversation
}
}
},
{
name = "Tank",
sprite_id = 6,
dialog = {
start = {
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
options = {
{label = "Good to meet you.", next_node = "good_to_meet_you"},
{label = "This place is incredible.", next_node = "incredible"}
}
},
good_to_meet_you = {
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
options = {
{label = "Training?", next_node = "training"},
{label = "I'm good for now.", next_node = "dialog_end"}
}
},
incredible = {
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
options = {
{label = "Show me.", next_node = "training"}
}
},
training = {
text = "Jujitsu? Kung Fu? How about... all of them?",
options = {
{label = "All of them.", next_node = "all_of_them"}
}
},
all_of_them = {
text = "Operator, load the combat training program.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Just holler if you need anything. Anything at all.",
options = {}
}
}
}
},
items = {
{
name = "Potion",
sprite_id = 7,
desc = "A glowing red potion. It looks potent."
}
}
},
{
-- Screen 3
name = "Screen 3",
npcs = {
{
name = "Agent Smith",
sprite_id = 8,
dialog = {
start = {
text = "Mr. Anderson. We've been expecting you.",
options = {
{label = "My name is Neo.", next_node = "name_is_neo"},
{label = "...", next_node = "silent"}
}
},
name_is_neo = {
text = "Whatever you say. You're here for a reason.",
options = {
{label = "What reason?", next_node = "what_reason"}
}
},
silent = {
text = "The silent type. It doesn't matter. You are an anomaly.",
options = {
{label = "What do you want?", next_node = "what_reason"}
}
},
what_reason = {
text = "To be deleted. The system has no place for your kind.",
options = {
{label = "I won't let you.", next_node = "wont_let_you"}
}
},
wont_let_you = {
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
dialog_end = {
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
options = {}
}
}
},
{
name = "Cypher",
sprite_id = 9,
dialog = {
start = {
text = "Well, well. The new messiah. Welcome to the real world.",
options = {
{label = "You don't seem happy.", next_node = "not_happy"},
{label = "...", next_node = "silent"}
}
},
not_happy = {
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
options = {
{label = "For freedom.", next_node = "freedom"}
}
},
silent = {
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
options = {
{label = "Sure.", next_node = "drink"},
{label = "No thanks.", next_node = "no_drink"}
}
},
drink = {
text = "Good stuff. The little things you miss, you know? Like a good steak.",
options = {
{label = "I guess.", next_node = "dialog_end"}
}
},
no_drink = {
text = "Your loss. More for me.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
freedom = {
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
options = {
{label = "He's our leader.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Just be careful who you trust.",
options = {}
}
}
}
},
items = {}
}
})
}
end
--- Resets game context to initial state.
--- @within Context
function Context.reset()
local initial_data = Context.initial_data()
Context = {}
local function reset_context_to_initial_state()
local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do
if type(Context[k]) ~= "function" then
if type(Context[k]) ~= "function" then -- Only clear data, leave functions
Context[k] = nil
end
end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do
Context[k] = v
end
end
--- Starts a new game.
--- @within Context
-- Initially populate Context with data
reset_context_to_initial_state()
-- Now define the methods for Context
function Context.new_game()
Context.reset()
reset_context_to_initial_state()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
end
--- Saves the current game state.
--- @within Context
function Context.save_game()
if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
end
--- Loads a saved game state.
--- @within Context
function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
-- No saved game found, start a new one
Context.new_game()
return
end
Context.reset()
reset_context_to_initial_state() -- Reset data, preserve methods
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
end
end

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

@@ -1,14 +0,0 @@
Window = {}
Util = {}
Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}
Focus = {}

13
inc/init/init.modules.lua Normal file
View File

@@ -0,0 +1,13 @@
local SplashWindow = {}
local IntroWindow = {}
local MenuWindow = {}
local GameWindow = {}
local PopupWindow = {}
local ConfigurationWindow = {}
local UI = {}
local Print = {}
local Input = {}
local NPC = {}
local Item = {}
local Player = {}

View File

@@ -0,0 +1,6 @@
local WINDOW_SPLASH = 0
local WINDOW_INTRO = 1
local WINDOW_MENU = 2
local WINDOW_GAME = 3
local WINDOW_POPUP = 4
local WINDOW_CONFIGURATION = 7

View File

@@ -1,9 +1,19 @@
Map.register({
id = "bedroom",
from_x = 0,
from_y = 0,
width = 30,
height = 17,
to_x = 0,
to_y = 0,
})
MapBedroom = {
"10101010101010101010101010101010",
"10141410101010101010101010101010",
"10141410101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111516111213111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111"
}

View File

@@ -1,75 +0,0 @@
-- Manages game maps.
--- @section Map
local _maps = {}
--- Gets all registered maps as an array.
--- @within Map
--- @return result table An array of registered map data. </br>
--- Fields: </br>
--- * id (string) Unique map identifier.<br/>
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- * width (number) Width in tiles.<br/>
--- * height (number) Height in tiles.<br/>
--- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
table.insert(maps_array, map_data)
end
return maps_array
end
--- Registers a map definition.
--- @within Map
--- @param map_data table The map data table.
--- @param map_data.id string Unique map identifier.<br/>
--- @param map_data.from_x number Source tile X coordinate in the map sheet.<br/>
--- @param map_data.from_y number Source tile Y coordinate in the map sheet.<br/>
--- @param map_data.width number Width in tiles.<br/>
--- @param map_data.height number Height in tiles.<br/>
--- @param map_data.to_x number Destination X coordinate on screen.<br/>
--- @param map_data.to_y number Destination Y coordinate on screen.<br/>
function Map.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
end
_maps[map_data.id] = map_data
end
--- Gets a map by ID.
--- @within Map
--- @param map_id string The ID of the map.
--- @return result table The map data table or nil. </br>
--- Fields: </br>
--- * id (string) Unique map identifier.<br/>
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- * width (number) Width in tiles.<br/>
--- * height (number) Height in tiles.<br/>
--- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_by_id(map_id)
return _maps[map_id]
end
--- Draws a map.
--- @within Map
--- @param map_id string The ID of the map to draw.
function Map.draw(map_id)
local map_data = Map.get_by_id(map_id)
if not map_data then
return
end
map(
map_data.from_x,
map_data.from_y,
map_data.width,
map_data.height,
map_data.to_x,
map_data.to_y
)
end

View File

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

View File

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

View File

@@ -1,327 +1,280 @@
-- <PALETTE>
-- 000:0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE>
-- <TILES>
-- 000:00000000c666666006606060c636366006606060c606366006666660c0000000
-- 001:0000000006666666060600600666666606000600066666660633633300000000
-- 002:0000000066666666006000066666666660060006666666666333363300000000
-- 004:1111111111111111111111111111111111111111111111111111111111111111
-- 005:1111111111111111111111111111111111111111111111111111111100000000
-- 006:0222222200010010033055010130150603305501013015060330550100000000
-- 007:2222222001022220601022206001022060201020602201006022201000000000
-- 008:0000000003330333033303330333000003330111033301110333011103330111
-- 009:0000000033333333333333330000000011100111111001111110011111100111
-- 010:0000000033303330333033300000333011103330111033301110333011103330
-- 011:111111111111111111111100111110a511110a51111015a51101515111000000
-- 012:111111111111111101111111101111115a01111115a011115151011100000111
-- 013:1000000004444444044444440444444404444444044444440444444404444444
-- 014:0000000144444240444424204444424044442420444442404444242044444240
-- 015:0000000004244444024444440424400002444444042424240242424200000000
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-- <MAP>
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-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100100000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000400000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000
-- </SFX>
-- <WAVES>
-- 000:bcceefceedddddc84333121268abaa99
-- 001:6789bdd96adc83248dd6334adda7578b
-- 002:0123456789abcdef0123456789abcdef
-- 003:224578acdeeeeddcba95434567653100
-- 004:00000000ffffffff00000000ffffffff
-- 005:0123456789abcdeffedcba9876543210
-- 006:0123456789abcdef0123456789abcdef
-- 007:76543210123456789abcdefedcba9878
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff
-- </WAVES>

View File

@@ -1,9 +0,0 @@
Screen.register({
id = "home",
name = "Home",
decisions = {
"go_to_toilet",
"go_to_walking_to_office",
},
background = "bedroom"
})

View File

@@ -1,63 +0,0 @@
--- @section Screen
local _screens = {}
--- Registers a screen definition.
--- @within Screen
--- @param screen_data table The screen data table.
--- @param screen_data.id string Unique screen identifier.
--- @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.
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.update then
screen_data.update = function() end
end
if not screen_data.draw then
screen_data.draw = function() end
end
_screens[screen_data.id] = screen_data
end
--- Gets a screen by ID.
--- @within Screen
--- @param screen_id string The ID of the screen.
--- @return table|nil screen The screen table or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * 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)
return _screens[screen_id]
end
--- Gets all registered screens.
--- @within Screen
--- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * 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()
return _screens
end

View File

@@ -1,15 +0,0 @@
Screen.register({
id = "office",
name = "Office",
decisions = {
"play_button_mash",
"play_rhythm",
"play_ddr",
"go_to_walking_to_home",
"have_a_coffee",
},
situations = {
"drink_coffee",
},
background = "office"
})

View File

@@ -1,76 +0,0 @@
Screen.register({
id = "toilet",
name = "Toilet",
decisions = {
"go_to_home",
},
background = "bedroom",
init = function()
Context.stat_screen_active = true
Meter.hide()
local cx = Config.screen.width * 0.75
local cy = Config.screen.height * 0.75
Focus.start_driven(cx, cy)
Focus.set_percentage(0.15)
end,
update = function()
if not Context.stat_screen_active then return end
if Input.select() or Input.player_interact() then
Focus.stop()
Context.stat_screen_active = false
Meter.show()
end
end,
draw = function()
if not Context.stat_screen_active then return end
local sw = Config.screen.width
local cx = sw / 2
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)
local narrative = "reflecting on my past and present\n...\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)
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_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 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" },
}
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)
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)
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)
end
end,
})

View File

@@ -1,9 +0,0 @@
Screen.register({
id = "walking_to_home",
name = "Walking to home",
decisions = {
"go_to_home",
"go_to_office",
},
background = "street"
})

View File

@@ -1,9 +0,0 @@
Screen.register({
id = "walking_to_office",
name = "Walking to office",
decisions = {
"go_to_home",
"go_to_office",
},
background = "street"
})

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

@@ -1,96 +0,0 @@
--- @section Sprite
local _sprites = {}
local _active_sprites = {}
--- Registers a sprite definition.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
--- @param sprite_data.id string Unique sprite identifier.<br/>
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode.<br/>
--- @param[opt] sprite_data.colorkey number Default color index for transparency.<br/>
--- @param[opt] sprite_data.scale number Default scaling factor.<br/>
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.<br/>
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.<br/>
--- @param[opt] sprite_data.rot number Default rotation in degrees.<br/>
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.<br/>
function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!")
return
end
if _sprites[sprite_data.id] then
trace("Warning: Overwriting sprite with id: " .. sprite_data.id)
end
_sprites[sprite_data.id] = sprite_data
end
--- Schedules a sprite for drawing.
--- @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.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id)
return
end
_active_sprites[id] = {
id = id,
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
}
end
--- Hides a displayed sprite.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
for id, params in pairs(_active_sprites) do
local sprite_data = _sprites[id]
if not sprite_data then
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)
end
end
end

View File

@@ -1,17 +0,0 @@
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
}
})

View File

@@ -1,166 +0,0 @@
--- @section Focus
local FOCUS_DEFAULT_SPEED = 5
local active = false
local closing = false
local driven = false
local center_x = 0
local center_y = 0
local radius = 0
local speed = FOCUS_DEFAULT_SPEED
local on_complete = nil
local driven_initial_r = 0
local driven_max_r = 0
local function max_radius(cx, cy)
local dx = math.max(cx, Config.screen.width - cx)
local dy = math.max(cy, Config.screen.height - cy)
return math.sqrt(dx * dx + dy * dy)
end
--- Starts a focus overlay that reveals content through an expanding circle.
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `speed` (number) expansion rate in pixels/frame, `initial_radius` (number) starting radius in pixels (default 0), `on_complete` (function) callback when overlay disperses.
function Focus.start(cx, cy, params)
params = params or {}
active = true
closing = false
driven = false
center_x = cx
center_y = cy
radius = params.initial_radius or 0
speed = params.speed or FOCUS_DEFAULT_SPEED
on_complete = params.on_complete
end
--- Starts a closing focus overlay that hides content by shrinking the visible circle.
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `speed` (number) shrink rate in pixels/frame, `on_complete` (function) callback when screen is fully covered.
function Focus.close(cx, cy, params)
params = params or {}
active = true
closing = true
driven = false
center_x = cx
center_y = cy
radius = max_radius(cx, cy)
speed = params.speed or FOCUS_DEFAULT_SPEED
on_complete = params.on_complete
end
--- Starts a driven focus overlay whose radius is controlled externally via Focus.set_percentage().
--- The radius maps linearly from initial_radius (at 0%) to the screen corner distance (at 100%).
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `initial_radius` (number) radius at 0% (default 0).
function Focus.start_driven(cx, cy, params)
params = params or {}
active = true
closing = false
driven = true
center_x = cx
center_y = cy
driven_initial_r = params.initial_radius or 0
driven_max_r = max_radius(cx, cy)
radius = driven_initial_r
on_complete = nil
end
--- Sets the visible radius as a percentage of the full screen extent.
--- Only has effect when the overlay is in driven mode (started via Focus.start_driven).
--- @within Focus
--- @param pct number A value from 0 to 1 (0 = initial_radius, 1 = full screen).
function Focus.set_percentage(pct)
if not driven then return end
radius = driven_initial_r + pct * (driven_max_r - driven_initial_r)
end
--- Checks whether the focus overlay is currently active.
--- @within Focus
--- @return boolean Whether the focus overlay is active.
function Focus.is_active()
return active
end
--- Stops the focus overlay immediately.
--- @within Focus
function Focus.stop()
active = false
closing = false
driven = false
radius = 0
on_complete = nil
end
--- Updates the focus overlay animation. No-op in driven mode.
--- @within Focus
function Focus.update()
if not active then return end
if driven then return end
if closing then
radius = radius - speed
if radius <= 0 then
local cb = on_complete
Focus.stop()
if cb then cb() end
end
else
radius = radius + speed
if radius >= max_radius(center_x, center_y) then
local cb = on_complete
Focus.stop()
if cb then cb() end
end
end
end
--- Draws the focus overlay (black screen with circular cutout).
--- Must be called after all other drawing to appear on top of every visual layer.
--- @within Focus
function Focus.draw()
if not active then return end
local cx = center_x
local cy = center_y
local r = radius
local w = Config.screen.width
local h = Config.screen.height
local color = Config.colors.black
if closing and r <= 0 then
rect(0, 0, w, h, color)
return
end
local top = math.max(0, math.floor(cy - r))
local bottom = math.min(h - 1, math.ceil(cy + r))
if top > 0 then
rect(0, 0, w, top, color)
end
if bottom < h - 1 then
rect(0, bottom + 1, w, h - bottom - 1, color)
end
for y = top, bottom do
local dy = y - cy
local half_w = math.sqrt(math.max(0, r * r - dy * dy))
local left = math.floor(cx - half_w)
local right = math.ceil(cx + half_w)
if left > 0 then
rect(0, y, left, 1, color)
end
if right < w then
rect(right, y, w - right, 1, color)
end
end
end

View File

@@ -1,39 +1,25 @@
--- @section Input
-- Gamepad buttons
local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_A = 4 -- Z key
local INPUT_KEY_B = 5 -- X key
local INPUT_KEY_X = 6 -- A key
local INPUT_KEY_Y = 7 -- S key
-- Keyboard keys
-- TODO: Find correct key codes for SPACE and LCTRL
local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50
--- Checks if Up is pressed.
--- @within Input
function Input.up() return btnp(INPUT_KEY_UP) end
--- Checks if Down is pressed.
--- @within Input
function Input.down() return btnp(INPUT_KEY_DOWN) end
--- Checks if Left is pressed.
--- @within Input
function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed.
--- @within Input
function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Select is pressed.
--- @within Input
function Input.left() return btn(INPUT_KEY_LEFT) end
function Input.right() return btn(INPUT_KEY_RIGHT) end
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
--- Checks if Menu Confirm 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.
--- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
--- Checks if Menu Back is pressed.
--- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Toggle Popup is pressed.
--- @within Input
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -1,29 +1,46 @@
--- @section Main
local STATE_HANDLERS = {
[WINDOW_SPLASH] = function()
SplashWindow.update()
SplashWindow.draw()
end,
[WINDOW_INTRO] = function()
IntroWindow.update()
IntroWindow.draw()
end,
[WINDOW_MENU] = function()
MenuWindow.update()
MenuWindow.draw()
end,
[WINDOW_GAME] = function()
GameWindow.update()
GameWindow.draw()
end,
[WINDOW_POPUP] = function()
GameWindow.draw()
PopupWindow.update()
PopupWindow.draw()
end,
[WINDOW_CONFIGURATION] = function()
ConfigurationWindow.update()
ConfigurationWindow.draw()
end,
}
local initialized_game = false
--- Initializes game state.
--- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game()
if initialized_game then return end
Context.reset()
Window.set_current("splash") -- Set initial window using new manager
MenuWindow.refresh_menu_items()
initialized_game = true
end
--- Main game loop (TIC-80 callback).
--- @within Main
function TIC()
init_game()
cls(Config.colors.black)
local handler = Window.get_current_handler() -- Get handler from Window manager
local handler = STATE_HANDLERS[Context.active_window]
if handler then
handler()
end
Meter.update()
if Context.game_in_progress then
UI.draw_meters()
UI.draw_timer()
end
end

View File

@@ -1,30 +1,8 @@
--- Prints text with 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.<br/>
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, y, color, fixed, scale)
end
--- Prints centered text with 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/>
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 centered_x = x - (text_width / 2)
Print.text(text, centered_x, y, color, fixed, scale)
end
end

View File

@@ -1,49 +1,29 @@
--- @section UI
--- Draws the top bar.
--- @within UI
--- @param title string The title text to display.<br/>
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.light_blue)
Print.text(title, 3, 2, Config.colors.green)
end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu.
--- @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 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)
Print.text(">", x - 8, current_y, Config.colors.green)
end
Print.text(item.label, x, current_y, Config.colors.light_blue)
Print.text(item.label, x, current_y, Config.colors.green)
end
end
--- Updates menu selection.
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item.<br/>
--- @return number selected_item The updated index of the selected item.
function UI.update_menu(items, selected_item)
if Input.up() then
Audio.sfx_beep()
selected_item = selected_item - 1
if selected_item < 1 then
selected_item = #items
end
elseif Input.down() then
Audio.sfx_beep()
selected_item = selected_item + 1
if selected_item > #items then
selected_item = 1
@@ -52,14 +32,10 @@ function UI.update_menu(items, selected_item)
return selected_item
end
--- Wraps text.
--- @within UI
--- @param text string The text to wrap.<br/>
--- @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
@@ -74,37 +50,21 @@ function UI.word_wrap(text, max_chars_per_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
--- 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,
@@ -118,15 +78,6 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
}
end
--- 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,
@@ -134,127 +85,3 @@ function UI.create_action_item(label, 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
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
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
--- 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
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)
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 + 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)
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)
end
return selected_decision_index
end

View File

@@ -1,38 +0,0 @@
--- @section Util
--- Safely wraps an index for an array.
--- @within Util
--- @param array table The array to index.
--- @param index number The desired index (can be out of bounds).
--- @return number index The wrapped index within the array's bounds.
function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1
end
--- Navigates to a screen by its ID.
--- @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
Context.game.current_screen = screen_id
screen.init()
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
end
--- Checks if a table contains a specific value.
--- @within Util
--- @param t table The table to check.
--- @param value any The value to look for.<br/>
--- @return boolean true if the value is found, false otherwise.
function Util.contains(t, value)
for i = 1, #t do
if t[i] == value then
return true
end
end
return false
end

View File

@@ -1,117 +0,0 @@
--- @section AudioTestWindow
AudioTestWindow = {
index_menu = 1,
index_func = 1,
list_func = {},
menuitems = {},
last_pressed = false
}
--- Generates menu items for audio test.
--- @within AudioTestWindow
--- @param list_func table List of audio functions.<br/>
--- @param index_func number Current index of selected function.<br/>
--- @return result table Generated menu items, an array of menu item tables or nil. </br>
--- Fields: </br>
--- * label (string) Display text for the menu item.<br/>
--- * decision (function) Called when the menu item is selected.<br/>
function AudioTestWindow.generate_menuitems(list_func, index_func)
return {
{
label = "Play music/sound: " .. (list_func[index_func] or "?"),
decision = function()
local current_func = Audio[list_func[index_func]]
if current_func then
current_func()
else
trace("Invalid Audio function: " .. list_func[index_func])
end
end
},
{
label = "Stop playing music",
decision = function()
Audio.music_stop()
end
},
{
label = "Back",
decision = function()
AudioTestWindow.back()
end
},
}
end
--- Generates list of audio functions.
--- @within AudioTestWindow
--- @return result table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc()
local result = {}
for k, v in pairs(Audio) do
if type(v) == "function" then
result[#result + 1] = k
end
end
table.sort(result)
return result
end
--- Navigates back from audio test window.
--- @within AudioTestWindow
function AudioTestWindow.back()
Audio.sfx_deselect()
GameWindow.set_state("menu")
end
--- Initializes audio test window.
--- @within AudioTestWindow
function AudioTestWindow.init()
AudioTestWindow.last_pressed = false
AudioTestWindow.index_menu = 1
AudioTestWindow.index_func = 1
AudioTestWindow.list_func = AudioTestWindow.generate_listfunc()
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
end
--- Draws audio test window.
--- @within AudioTestWindow
function AudioTestWindow.draw()
UI.draw_top_bar("Audio test")
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
end
--- Updates audio test window logic.
--- @within AudioTestWindow
function AudioTestWindow.update()
if Input.up() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
elseif Input.down() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
elseif Input.left() then
AudioTestWindow.index_func = Util.safeindex(
AudioTestWindow.list_func,
AudioTestWindow.index_func - 1
)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.right() then
AudioTestWindow.index_func = Util.safeindex(
AudioTestWindow.list_func,
AudioTestWindow.index_func + 1
)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.menu_confirm() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
elseif Input.menu_back() then
AudioTestWindow.back()
end
end

View File

@@ -1,11 +1,8 @@
--- @section ConfigurationWindow
ConfigurationWindow = {
controls = {},
selected_control = 1,
}
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_action_item(
@@ -14,35 +11,37 @@ function ConfigurationWindow.init()
),
UI.create_action_item(
"Restore Defaults",
function() Config.reset() end
function() Config.restore_defaults() end
),
}
end
--- Draws configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10
local x_start = 10 -- Left margin for labels
local y_start = 40
local x_value_right_align = Config.screen.width - 10
local char_width = 4
local x_value_right_align = Config.screen.width - 10 -- Right margin for values
local char_width = 4 -- Approximate character width for default font
for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12
local color = Config.colors.light_blue
local color = Config.colors.green
if control.type == "numeric_stepper" then
local value = control.get()
local label_text = control.label
local value_text = string.format(control.format, value)
-- Calculate x position for right-aligned 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("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
@@ -51,7 +50,7 @@ function ConfigurationWindow.draw()
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start - 8, current_y, color)
Print.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else
@@ -59,14 +58,13 @@ function ConfigurationWindow.draw()
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")
GameWindow.set_state(WINDOW_MENU)
return
end
@@ -86,10 +84,10 @@ function ConfigurationWindow.update()
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if Input.left() then
if btnp(2) then -- Left
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif Input.right() then
elseif btnp(3) then -- Right
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end

View File

@@ -1,81 +1,42 @@
--- @section GameWindow
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen)
if screen.background then
Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
UI.draw_top_bar(screen.name)
if not Context.stat_screen_active and #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
end
Sprite.draw()
Focus.draw()
screen.draw()
local currentScreenData = Context.screens[Context.current_screen]
UI.draw_top_bar(currentScreenData.name)
-- Draw Norman's bedroom
local from_x = 0 -- top-left coordinate of the large MAP (screen 1)
local from_y = 0 -- top-left coordinate of the large MAP (screen 1)
local width = 30 -- width of the standard screen (number of tiles)
local height = 17 -- height of the standard screen (number of tiles)
local to_x = 0 -- target x (of the displayed screen)([0-29])
local to_y = 0 -- target y (of the displayed screen)([0-16])
map(from_x, from_y, width, height, to_x, to_y)
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
Focus.update()
if Input.menu_back() then
Window.set_current("menu")
Context.active_window = WINDOW_MENU
MenuWindow.refresh_menu_items()
return
end
local screen = Screen.get_by_id(Context.game.current_screen)
screen.update()
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
current_situation_obj.update()
end
end
if Context.stat_screen_active then return end
-- Fetch and filter decisions locally
local all_decisions_for_screen = Decision.get_for_screen(screen)
_available_decisions = Decision.filter_available(all_decisions_for_screen)
if #_available_decisions == 0 then return end
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end
local new_selected_decision_index = UI.update_decision_selector(
_available_decisions,
_selected_decision_index
)
if new_selected_decision_index ~= _selected_decision_index then
_selected_decision_index = new_selected_decision_index
end
if Input.select() then
local selected_decision = _available_decisions[_selected_decision_index]
if selected_decision and selected_decision.handle then
Audio.sfx_select()
selected_decision.handle()
if Context.current_screen == #Context.screens then
Context.current_screen = 1
else
Context.current_screen = Context.current_screen + 1
end
end
if Input.player_interact() then
PopupWindow.show_menu_dialog(npc, {
{label = "Talk to", action = NPC.talk_to},
{label = "Fight", action = NPC.fight},
{label = "Go back", action = NPC.go_back}
}, WINDOW_POPUP)
end
end
--- Sets the active window.
--- @within GameWindow
--- @param new_state string The ID of the new active window.</br>
function GameWindow.set_state(new_state)
Window.set_current(new_state)
end
Context.active_window = new_state
-- Add any state-specific initialization/cleanup here later if needed
end

View File

@@ -1,41 +1,25 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
--- @within IntroWindow
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue)
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 -- Centered text
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end
--- Updates the intro window logic.
--- @within IntroWindow
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed
-- Count lines in intro text to determine when scrolling is done
local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do
for _ in string.gmatch(Context.intro.text, "\n") do
lines = lines + 1
end
if IntroWindow.y < -lines * 8 then
Window.set_current("menu")
-- When text is off-screen, go to menu
if Context.intro.y < -lines * 8 then
GameWindow.set_state(WINDOW_MENU)
end
-- Skip intro by pressing A
if Input.menu_confirm() then
Window.set_current("menu")
GameWindow.set_state(WINDOW_MENU)
end
end

View File

@@ -1,53 +0,0 @@
--- @section Window
local _windows = {}
--- Registers a window table.
--- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., SplashWindow).</br>
function Window.register(id, window_table)
_windows[id] = window_table
end
--- Retrieves a registered window table by its ID.
--- @within Window
--- @param id string The ID of the window.
--- @return result table The window module table or nil. </br>
--- Fields: </br>
--- * update (function) Called each frame to update window logic.<br/>
--- * draw (function) Called each frame to draw the window.<br/>
function Window.get(id)
return _windows[id]
end
--- Sets the currently active window.
--- @within Window
--- @param id string The ID of the window to activate.</br>
function Window.set_current(id)
Context.current_window = id
end
--- Gets the ID of the currently active window.
--- This function is used by the main game loop to update and draw the active window.
--- @within Window
--- @return string The ID of the active window.
function Window.get_current_id()
return Context.current_window
end
--- Gets the handler function for the currently active window.
-- This function is used by the main game loop to update and draw the active window.
--- @within Window
--- @return function A function that updates and draws the current window.
function Window.get_current_handler()
local window_table = Window.get(Context.current_window)
if window_table and window_table.update and window_table.draw then
return function()
window_table.update()
window_table.draw()
end
else
-- Fallback handler for unregistered or incomplete windows
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
end
end

View File

@@ -1,87 +1,60 @@
--- @section MenuWindow
local _menu_items = {}
--- Draws the menu window.
--- @within MenuWindow
function MenuWindow.draw()
UI.draw_top_bar("Main Menu")
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
end
--- Updates the menu window logic.
--- @within MenuWindow
function MenuWindow.update()
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
if Input.menu_confirm() then
local selected_item = _menu_items[Context.current_menu_item]
if selected_item and selected_item.decision then
Audio.sfx_select()
selected_item.decision()
local selected_item = Context.menu_items[Context.selected_menu_item]
if selected_item and selected_item.action then
selected_item.action()
end
end
end
--- Starts a new game from the menu.
--- @within MenuWindow
function MenuWindow.new_game()
Context.new_game()
GameWindow.set_state("game")
Context.new_game() -- This function will be created in Context
GameWindow.set_state(WINDOW_GAME)
end
--- Loads a game from the menu.
--- @within MenuWindow
function MenuWindow.load_game()
Context.load_game()
GameWindow.set_state("game")
Context.load_game() -- This function will be created in Context
GameWindow.set_state(WINDOW_GAME)
end
--- Saves the current game from the menu.
--- @within MenuWindow
function MenuWindow.save_game()
Context.save_game()
Context.save_game() -- This function will be created in Context
end
--- Resumes the game from the menu.
--- @within MenuWindow
function MenuWindow.resume_game()
GameWindow.set_state("game")
GameWindow.set_state(WINDOW_GAME)
end
--- Exits the game.
--- @within MenuWindow
function MenuWindow.exit()
exit()
end
--- Opens the configuration menu.
--- @within MenuWindow
function MenuWindow.configuration()
ConfigurationWindow.init()
GameWindow.set_state("configuration")
GameWindow.set_state(WINDOW_CONFIGURATION)
end
--- Opens the audio test menu.
--- @within MenuWindow
function MenuWindow.audio_test()
AudioTestWindow.init()
GameWindow.set_state("audiotest")
end
--- Refreshes menu items.
--- @within MenuWindow
function MenuWindow.refresh_menu_items()
_menu_items = {}
Context.menu_items = {} -- Start with an empty table
if Context.game_in_progress then
table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
table.insert(Context.menu_items, {label = "Resume Game", action = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", action = MenuWindow.save_game})
end
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.current_menu_item = 1
table.insert(Context.menu_items, {label = "New Game", action = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", action = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", action = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Exit", action = MenuWindow.exit})
Context.selected_menu_item = 1 -- Reset selection after refreshing
end

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@@ -1,268 +0,0 @@
--- @section MinigameDDRWindow
--- Initializes DDR minigame state.
--- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigame.configure_ddr(params)
end
--- Starts the DDR minigame.
--- @within MinigameDDRWindow
--- @param return_window string The window ID to return to after the minigame.</br>
--- @param[opt] song_key string The key of the song to play.</br>
--- @param[opt] params table Optional parameters for minigame configuration.</br>
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or "game"
Context.minigame_ddr.debug_song_key = song_key
if song_key and Songs and Songs[song_key] then
Context.minigame_ddr.current_song = Songs[song_key]
Context.minigame_ddr.use_pattern = true
Context.minigame_ddr.pattern_index = 1
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
else
Context.minigame_ddr.use_pattern = false
if song_key then
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
else
Context.minigame_ddr.debug_status = "Random mode"
end
end
Window.set_current("minigame_ddr")
end
--- Spawns a random arrow.
--- @within MinigameDDRWindow
local function spawn_arrow()
local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)]
table.insert(mg.arrows, {
dir = target.dir,
x = target.x,
y = mg.bar_y + mg.bar_height + 10
})
end
--- Spawns an arrow in a specific direction.
--- @within MinigameDDRWindow
--- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction)
local mg = Context.minigame_ddr
for _, target in ipairs(mg.target_arrows) do
if target.dir == direction then
table.insert(mg.arrows, {
dir = direction,
x = target.x,
y = mg.bar_y + mg.bar_height + 10
})
break
end
end
end
--- Checks if an arrow is hit.
--- @within MinigameDDRWindow
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow)
local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y)
return distance <= mg.hit_threshold
end
--- Checks if an arrow is missed.
--- @within MinigameDDRWindow
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow)
local mg = Context.minigame_ddr
return arrow.y > mg.target_y + mg.hit_threshold
end
--- Draws an arrow.
--- @within MinigameDDRWindow
--- @param x number The x-coordinate.
--- @param y number The y-coordinate.
--- @param direction string The direction of the arrow.
--- @param color number The color of the arrow.
local function draw_arrow(x, y, direction, color)
local size = 12
local half = size / 2
if direction == "left" then
tri(x + half, y, x, y + half, x + half, y + size, color)
rect(x + half, y + half - 2, half, 4, color)
elseif direction == "right" then
tri(x + half, y, x + size, y + half, x + half, y + size, color)
rect(x, y + half - 2, half, 4, color)
elseif direction == "up" then
tri(x, y + half, x + half, y, x + size, y + half, color)
rect(x + half - 2, y + half, 4, half, color)
elseif direction == "down" then
tri(x, y + half, x + half, y + size, x + size, y + half, color)
rect(x + half - 2, y, 4, half, color)
end
end
--- Updates DDR minigame logic.
--- @within MinigameDDRWindow
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return
end
mg.frame_counter = mg.frame_counter + 1
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return
end
end
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
local pattern = mg.current_song.pattern
while mg.pattern_index <= #pattern do
local spawn_entry = pattern[mg.pattern_index]
if mg.frame_counter >= spawn_entry.frame then
spawn_arrow_dir(spawn_entry.dir)
mg.pattern_index = mg.pattern_index + 1
else
break
end
end
else
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
spawn_arrow()
mg.arrow_spawn_timer = 0
end
end
local arrows_to_remove = {}
for i, arrow in ipairs(mg.arrows) do
arrow.y = arrow.y + mg.arrow_fall_speed
if check_miss(arrow) then
table.insert(arrows_to_remove, i)
mg.bar_fill = mg.bar_fill - mg.miss_penalty
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
end
end
-- iterate backwards to avoid index shift issues
for i = #arrows_to_remove, 1, -1 do
table.remove(mg.arrows, arrows_to_remove[i])
end
for dir, _ in pairs(mg.input_cooldowns) do
if mg.input_cooldowns[dir] > 0 then
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
end
end
for dir, _ in pairs(mg.button_pressed_timers) do
if mg.button_pressed_timers[dir] > 0 then
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
end
end
local input_map = {
left = Input.left(),
down = Input.down(),
up = Input.up(),
right = Input.right()
}
for dir, pressed in pairs(input_map) do
if pressed and mg.input_cooldowns[dir] == 0 then
mg.input_cooldowns[dir] = mg.input_cooldown_duration
mg.button_pressed_timers[dir] = mg.button_press_duration
local hit = false
for i, arrow in ipairs(mg.arrows) do
if arrow.dir == dir and check_hit(arrow) then
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
end
table.remove(mg.arrows, i)
hit = true
break
end
end
if not hit then
mg.bar_fill = mg.bar_fill - 2
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
end
end
end
end
--- Draws DDR minigame.
--- @within MinigameDDRWindow
function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr
if not mg then
cls(0)
print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12)
if Input.select() then
Window.set_current("game")
end
return
end
if mg.return_window == "game" then
GameWindow.draw()
end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then
local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then
bar_color = Config.colors.item
elseif mg.bar_fill > 33 then
bar_color = Config.colors.blue
end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
if mg.target_arrows then
for _, target in ipairs(mg.target_arrows) do
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
local color = is_pressed and Config.colors.light_blue or Config.colors.light_grey
draw_arrow(target.x, mg.target_y, target.dir, color)
end
end
if mg.arrows then
for _, arrow in ipairs(mg.arrows) do
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
end
end
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
local debug_y = 60
if mg.debug_status then
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
debug_y = debug_y + 10
end
if mg.use_pattern then
Print.text_center(
"PATTERN MODE - Frame:" .. mg.frame_counter,
Config.screen.width / 2,
debug_y,
Config.colors.light_blue
)
if mg.current_song and mg.current_song.pattern then
Print.text_center(
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
Config.screen.width / 2,
debug_y + 10,
Config.colors.light_blue
)
end
else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end
end

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@@ -1,89 +0,0 @@
--- Initializes button mash minigame state.
--- @within MinigameButtonMashWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigame.configure_button_mash(params)
end
--- Starts the button mash minigame.
--- @within MinigameButtonMashWindow
--- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
local mg = Context.minigame_button_mash
mg.return_window = return_window or "game"
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_button_mash")
end
--- Updates button mash minigame logic.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash
if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
end
end
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return
end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
mg.bar_fill = mg.bar_fill - degradation
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
if mg.focus_center_x then
Focus.set_percentage(mg.bar_fill / mg.max_fill)
end
end
--- Draws button mash minigame.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == "game" then
GameWindow.draw()
end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then
local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then
bar_color = Config.colors.item
elseif mg.bar_fill > 33 then
bar_color = Config.colors.blue
end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.light_blue
end
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
end

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@@ -1,110 +0,0 @@
--- @section MinigameRhythmWindow
--- Initializes rhythm minigame state.
--- @within MinigameRhythmWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigame.configure_rhythm(params)
end
--- Starts the rhythm minigame.
--- @within MinigameRhythmWindow
--- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
local mg = Context.minigame_rhythm
mg.return_window = return_window or "game"
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_rhythm")
end
--- Updates rhythm minigame logic.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
if mg.line_position > 1 then
mg.line_position = 1
mg.line_direction = -1
elseif mg.line_position < 0 then
mg.line_position = 0
mg.line_direction = 1
end
if mg.press_cooldown > 0 then
mg.press_cooldown = mg.press_cooldown - 1
end
if Input.select() and mg.press_cooldown == 0 then
mg.button_pressed_timer = mg.button_press_duration
mg.press_cooldown = mg.press_cooldown_duration
local target_left = mg.target_center - (mg.target_width / 2)
local target_right = mg.target_center + (mg.target_width / 2)
if mg.line_position >= target_left and mg.line_position <= target_right then
mg.score = mg.score + 1
else
mg.score = mg.score - 1
if mg.score < 0 then
mg.score = 0
end
end
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
if mg.target_width < mg.min_target_width then
mg.target_width = mg.min_target_width
end
end
if mg.score >= mg.max_score then
Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return
end
if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
if mg.focus_center_x then
Focus.set_percentage(1 - mg.score / mg.max_score)
end
end
--- Draws rhythm minigame.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == "game" then
GameWindow.draw()
end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
local target_left = mg.target_center - (mg.target_width / 2)
local target_x = mg.bar_x + (target_left * mg.bar_width)
local target_width_pixels = mg.target_width * mg.bar_width
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
Print.text_center(
"Press Z when line is in green!",
Config.screen.width / 2,
mg.bar_y + mg.bar_height + 20,
Config.colors.light_grey
)
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.light_blue
end
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
end

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@@ -1,52 +1,102 @@
--- @section PopupWindow
local POPUP_X = 40
local POPUP_Y = 40
local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8
function PopupWindow.set_dialog_node(node_key)
local npc = Context.dialog.active_entity
local node = npc.dialog[node_key]
--- Displays a popup window.
--- @within PopupWindow
--- @param content_strings table A table of strings to display in the popup.</br>
function PopupWindow.show(content_strings)
Context.popup.show = true
Context.popup.content = content_strings or {}
GameWindow.set_state("popup")
if not node then
GameWindow.set_state(WINDOW_GAME)
return
end
Context.dialog.current_node_key = node_key
Context.dialog.text = node.text
local menu_items = {}
if node.options then
for _, option in ipairs(node.options) do
table.insert(menu_items, {
label = option.label,
action = function()
PopupWindow.set_dialog_node(option.next_node)
end
})
end
end
-- if no options, it's the end of this branch.
if #menu_items == 0 then
table.insert(menu_items, {
label = "Go back",
action = function() GameWindow.set_state(WINDOW_GAME) end
})
end
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
Context.dialog.showing_description = false
GameWindow.set_state(WINDOW_POPUP)
end
--- Hides the popup window.
--- @within PopupWindow
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {}
GameWindow.set_state("game")
end
--- Updates popup window logic.
--- @within PopupWindow
function PopupWindow.update()
if Context.popup.show then
if Context.dialog.showing_description then
if Input.menu_confirm() or Input.menu_back() then
PopupWindow.hide()
Context.dialog.showing_description = false
Context.dialog.text = "" -- Clear the description text
-- No need to change active_window, as it remains in WINDOW_POPUP
end
else
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
if Input.menu_confirm() then
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
if selected_item and selected_item.action then
selected_item.action()
end
end
if Input.menu_back() then
GameWindow.set_state(WINDOW_GAME)
end
end
end
--- Draws the popup window.
--- @within PopupWindow
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
Context.dialog.active_entity = entity
Context.dialog.text = "" -- Initial dialog text is empty, name is title
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
Context.dialog.showing_description = false
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
end
function PopupWindow.show_description_dialog(entity, description_text)
Context.dialog.active_entity = entity
Context.dialog.text = description_text
GameWindow.set_state(WINDOW_POPUP)
Context.dialog.showing_description = true
-- No menu items needed for description dialog
end
function PopupWindow.draw()
if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.light_blue)
rect(40, 40, 160, 80, Config.colors.black)
rectb(40, 40, 160, 80, Config.colors.green)
local current_y = TEXT_MARGIN_Y
for _, line in ipairs(Context.popup.content) do
Print.text(line, TEXT_MARGIN_X, current_y, Config.colors.light_grey)
current_y = current_y + LINE_HEIGHT
end
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.light_blue)
-- Display the entity's name as the dialog title
if Context.dialog.active_entity and Context.dialog.active_entity.name then
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
end
end
-- Display the dialog content (description for "look at", or initial name/dialog for others)
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
local current_y = 55 -- Starting Y position for the first line of content
for _, line in ipairs(wrapped_lines) do
Print.text(line, 50, current_y, Config.colors.light_grey)
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
end
-- Adjust menu position based on the number of wrapped lines
if not Context.dialog.showing_description then
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
else
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
end
end

View File

@@ -1,29 +0,0 @@
SplashWindow = {}
Window.register("splash", SplashWindow)
IntroWindow = {}
Window.register("intro", IntroWindow)
MenuWindow = {}
Window.register("menu", MenuWindow)
GameWindow = {}
Window.register("game", GameWindow)
PopupWindow = {}
Window.register("popup", PopupWindow)
ConfigurationWindow = {}
Window.register("configuration", ConfigurationWindow)
AudioTestWindow = {}
Window.register("audiotest", AudioTestWindow)
MinigameButtonMashWindow = {}
Window.register("minigame_button_mash", MinigameButtonMashWindow)
MinigameRhythmWindow = {}
Window.register("minigame_rhythm", MinigameRhythmWindow)
MinigameDDRWindow = {}
Window.register("minigame_ddr", MinigameDDRWindow)

View File

@@ -1,16 +1,14 @@
--- Draws the splash window.
--- @within SplashWindow
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local y = (Config.screen.height - 6) / 2
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
local w = #txt * 6
local x = (240 - w) / 2
local y = (136 - 6) / 2
print(txt, x, y, 12)
end
--- Updates the splash window logic.
--- @within SplashWindow
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
Window.set_current("intro")
GameWindow.set_state(WINDOW_INTRO)
end
end