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Author SHA1 Message Date
Zsolt Tasnadi
39e06d1d09 refact by claude
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2026-02-23 10:22:41 +01:00
19 changed files with 46 additions and 54 deletions

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@@ -27,13 +27,13 @@ end
--- Gets a decision by ID. --- Gets a decision by ID.
-- @param id string The ID of the decision. -- @param id string The ID of the decision.
-- @return table The decision table or nil. -- @return table The decision table or nil.
function Decision.get_by_id(id) function Decision.get(id)
return _decisions[id] return _decisions[id]
end end
--- Gets all registered decisions. --- Gets all registered decisions.
-- @return table A table of all registered decisions. -- @return table A table of all registered decisions.
function Decision.get_all() function Decision.get_all_registered()
return _decisions return _decisions
end end
@@ -47,7 +47,7 @@ function Decision.get_for_screen(screen_data)
local screen_decisions = {} local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get_by_id(decision_id) local decision = Decision.get(decision_id)
if decision then if decision then
table.insert(screen_decisions, decision) table.insert(screen_decisions, decision)
end end

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@@ -31,8 +31,7 @@ end
function Context.reset() function Context.reset()
local initial_data = Context.initial_data() local initial_data = Context.initial_data()
for k in pairs(Context) do for k in pairs(Context) do
if type(Context[k]) ~= "function" then if type(Context[k]) ~= "function" then Context[k] = nil
Context[k] = nil
end end
end end
@@ -58,7 +57,7 @@ end
--- Loads a saved game state. --- Loads a saved game state.
function Context.load_game() function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
Context.new_game() Context.new_game()
return return
end end
Context.reset() Context.reset()

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@@ -1,4 +1,5 @@
-- Manages minigame configurations and initial states. -- Manages minigame configurations and initial states.
Minigame = {}
--- Applies parameters to defaults. --- Applies parameters to defaults.
-- @param defaults table The default configuration table. -- @param defaults table The default configuration table.

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@@ -2,9 +2,7 @@ local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1 local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2 local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3 local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48 local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51 local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 local INPUT_KEY_ENTER = 50

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@@ -1,3 +1,5 @@
--- Utility functions.
Util = {}
--- Safely wraps an index for an array. --- Safely wraps an index for an array.
-- @param array table The array to index. -- @param array table The array to index.
@@ -13,13 +15,16 @@ function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id) local screen = Screen.get_by_id(screen_id)
if screen then if screen then
Context.game.current_screen = screen_id Context.game.current_screen = screen_id
screen.init() local all_decisions_for_screen = Decision.get_for_screen(screen)
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
Context.game.selected_decision_index = 1
screen.init() -- Initialize the new screen
else else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end end
end end
--- Checks if a table contains a specific value. -- Checks if a table contains a specific value.
-- @param t table The table to check. -- @param t table The table to check.
-- @param value any The value to look for. -- @param value any The value to look for.
function Util.contains(t, value) function Util.contains(t, value)

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@@ -4,7 +4,7 @@ local _selected_decision_index = 1
--- Draws the game window. --- Draws the game window.
function GameWindow.draw() function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Screen.get_by_id(Context.game.current_screen)
if screen.background then Map.draw(screen.background) end Map.draw(screen.background)
UI.draw_top_bar(screen.name) UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index) UI.draw_decision_selector(_available_decisions, _selected_decision_index)
@@ -23,7 +23,7 @@ function GameWindow.update()
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Screen.get_by_id(Context.game.current_screen)
screen.update() screen.update()
-- Handle current situation updates -- Handle situations (Context.game.current_situation is still present)
if Context.game.current_situation then if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation) local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then if current_situation_obj and current_situation_obj.update then
@@ -37,10 +37,6 @@ function GameWindow.update()
if #_available_decisions == 0 then return end 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( local new_selected_decision_index = UI.update_decision_selector(
_available_decisions, _available_decisions,
_selected_decision_index _selected_decision_index
@@ -60,7 +56,7 @@ function GameWindow.update()
end end
--- Sets the active window. --- Sets the active window.
-- @param new_state string The ID of the new active window. -- @param new_state number The ID of the new active window.
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Window.set_current(new_state) Context.current_window = new_state
end end

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@@ -23,16 +23,16 @@ end
function IntroWindow.update() function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1 local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1 lines = lines + 1
end end
if IntroWindow.y < -lines * 8 then if IntroWindow.y < -lines * 8 then
Window.set_current("menu") GameWindow.set_state("menu")
end end
if Input.menu_confirm() then if Input.menu_confirm() then
Window.set_current("menu") GameWindow.set_state("menu")
end end
end end

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@@ -21,20 +21,17 @@ end
--- Starts a new game from the menu. --- Starts a new game from the menu.
function MenuWindow.new_game() function MenuWindow.new_game()
Context.new_game() Context.new_game() GameWindow.set_state("game")
GameWindow.set_state("game")
end end
--- Loads a game from the menu. --- Loads a game from the menu.
function MenuWindow.load_game() function MenuWindow.load_game()
Context.load_game() Context.load_game() GameWindow.set_state("game")
GameWindow.set_state("game")
end end
--- Saves the current game from the menu. --- Saves the current game from the menu.
function MenuWindow.save_game() function MenuWindow.save_game()
Context.save_game() Context.save_game() end
end
--- Resumes the game from the menu. --- Resumes the game from the menu.
function MenuWindow.resume_game() function MenuWindow.resume_game()

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@@ -5,7 +5,7 @@ function MinigameDDRWindow.init(params)
end end
--- Starts the DDR minigame. --- Starts the DDR minigame.
-- @param return_window string The window ID to return to after the minigame. -- @param return_window number The window ID to return to after the minigame.
-- @param[opt] song_key string The key of the song to play. -- @param[opt] song_key string The key of the song to play.
-- @param[opt] params table Optional parameters for minigame configuration. -- @param[opt] params table Optional parameters for minigame configuration.
function MinigameDDRWindow.start(return_window, song_key, params) function MinigameDDRWindow.start(return_window, song_key, params)
@@ -25,7 +25,7 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode" Context.minigame_ddr.debug_status = "Random mode"
end end
end end
Window.set_current("minigame_ddr") Context.current_window = "minigame_ddr"
end end
--- Spawns a random arrow. --- Spawns a random arrow.
@@ -101,7 +101,7 @@ function MinigameDDRWindow.update()
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
Window.set_current(mg.return_window) Context.current_window = mg.return_window
return return
end end
mg.frame_counter = mg.frame_counter + 1 mg.frame_counter = mg.frame_counter + 1
@@ -109,7 +109,7 @@ function MinigameDDRWindow.update()
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
Window.set_current(mg.return_window) Context.current_window = mg.return_window
return return
end end
end end
@@ -196,7 +196,7 @@ function MinigameDDRWindow.draw()
print("DDR ERROR: Context not initialized", 10, 10, 12) print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12) print("Press Z to return", 10, 20, 12)
if Input.select() then if Input.select() then
Window.set_current("game") Context.current_window = "game"
end end
return return
end end

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@@ -5,12 +5,12 @@ function MinigameButtonMashWindow.init(params)
end end
--- Starts the button mash minigame. --- Starts the button mash minigame.
-- @param return_window string The window ID to return to after the minigame. -- @param return_window number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration. -- @param[opt] params table Optional parameters for minigame configuration.
function MinigameButtonMashWindow.start(return_window, params) function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params) MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or "game" Context.minigame_button_mash.return_window = return_window or "game"
Window.set_current("minigame_button_mash") Context.current_window = "minigame_button_mash"
end end
--- Updates button mash minigame logic. --- Updates button mash minigame logic.
@@ -26,7 +26,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
Window.set_current(mg.return_window) Context.current_window = mg.return_window
return return
end end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier) local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)

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@@ -5,12 +5,12 @@ function MinigameRhythmWindow.init(params)
end end
--- Starts the rhythm minigame. --- Starts the rhythm minigame.
-- @param return_window string The window ID to return to after the minigame. -- @param return_window number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration. -- @param[opt] params table Optional parameters for minigame configuration.
function MinigameRhythmWindow.start(return_window, params) function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params) MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game" Context.minigame_rhythm.return_window = return_window or "game"
Window.set_current("minigame_rhythm") Context.current_window = "minigame_rhythm"
end end
--- Updates rhythm minigame logic. --- Updates rhythm minigame logic.
@@ -48,7 +48,7 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then if mg.score >= mg.max_score then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
Window.set_current(mg.return_window) Context.current_window = mg.return_window
return return
end end
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then

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@@ -5,27 +5,21 @@ local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10 local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10 local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8 local LINE_HEIGHT = 8
--- Displays a popup window. --- Displays a popup window.
-- @param content_strings table A table of strings to display in the popup. -- @param content_strings table A table of strings to display in the popup.
function PopupWindow.show(content_strings) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} Context.popup.content = content_strings or {} GameWindow.set_state("popup") end
GameWindow.set_state("popup")
end
--- Hides the popup window. --- Hides the popup window.
function PopupWindow.hide() function PopupWindow.hide()
Context.popup.show = false Context.popup.show = false
Context.popup.content = {} Context.popup.content = {} GameWindow.set_state("game") end
GameWindow.set_state("game")
end
--- Updates popup window logic. --- Updates popup window logic.
function PopupWindow.update() function PopupWindow.update()
if Context.popup.show then if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
PopupWindow.hide()
end end
end end
end end
@@ -42,6 +36,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end end
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green) Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
end end
end end

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