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9 Commits
feature/ta
...
feature/te
| Author | SHA1 | Date | |
|---|---|---|---|
| 9da44700cb | |||
| b72875c42f | |||
| 6b4d47a438 | |||
| d916ddeeb5 | |||
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ca883a15bd | ||
|
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b4dcdaba58 | ||
| 823c3313af | |||
| 47e41f4054 | |||
| 65e0f131c0 |
@@ -18,6 +18,7 @@ globals = {
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"Input",
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"Audio",
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"AsciiArt",
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"Ascension",
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"Config",
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"Context",
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"Meter",
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9
.vscode/tasks.json
vendored
9
.vscode/tasks.json
vendored
@@ -6,12 +6,17 @@
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{
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"label": "Run TIC80",
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"type": "shell",
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"command": "tic80 --fs=. impostor.lua"
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"command": "tic80 --fs=. impostor.lua",
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"problemMatcher": [],
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"group": {
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"kind": "build",
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"isDefault": true
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}
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},
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{
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"label": "Build & Run TIC80",
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"type": "shell",
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"command": "make build && tic80 --fs=. impostor.lua",
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"command": "make clean && make build && tic80 --fs=. impostor.lua",
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"problemMatcher": []
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},
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{
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@@ -1,6 +1,7 @@
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meta/meta.header.lua
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init/init.module.lua
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init/init.config.lua
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init/init.ascension.lua
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init/init.context.lua
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system/system.util.lua
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system/system.print.lua
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@@ -1,6 +1,9 @@
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Decision.register({
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id = "go_to_end",
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label = "Break the cycle",
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condition = function()
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return Ascension.is_complete()
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end,
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handle = function()
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Window.set_current("end")
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end,
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@@ -9,7 +9,8 @@ Decision.register({
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focus_center_y = (Config.screen.height / 2) - 18,
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focus_initial_radius = 0,
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on_win = function()
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MysteriousManWindow.start()
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local ascended = Ascension.consume_increase()
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MysteriousManWindow.start({ skip_text = not ascended })
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end,
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})
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end,
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@@ -1,18 +1,18 @@
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Decision.register({
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id = "start_discussion",
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label = function()
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if Context.day_count >= 3 then
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if Context.have_met_sumphore then
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return "Talk to Sumphore"
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end
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return "Talk to the homeless guy"
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end,
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handle = function()
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if Context.day_count < 3 then
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if not Context.have_met_sumphore then
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Discussion.start("homeless_guy", "game")
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end
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if Context.day_count >= 3 then
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elseif Ascension.get_level() == 0 then
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Discussion.start("homeless_guy", "game", 4)
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else
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Discussion.start("sumphore_day_3", "game")
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return
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end
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end,
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})
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@@ -46,7 +46,9 @@ Discussion.register({
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{
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question = "My name is Sumphore, nice to meet you.",
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answers = {
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{ label = "Nice to meet you, Sumphore.", next_step = 5 },
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{ label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
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Context.have_met_sumphore = true
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end },
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},
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},
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{
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169
inc/init/init.ascension.lua
Normal file
169
inc/init/init.ascension.lua
Normal file
@@ -0,0 +1,169 @@
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--- @section Ascension
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local ASCENSION_MAX_LEVEL = 9
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local ASCENSION_WORD = "ASCENSION"
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local _increased_this_cycle = false
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local _flash_active = false
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local _flash_timer = 0
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local _flash_total = 0
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local FLASH_DURATION = 120
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local _fade_active = false
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local _fade_timer = 0
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local FADE_DURATION = 120
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local FADE_COLORS = nil
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--- Gets initial ascension state.
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--- @within Ascension
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--- @return result table Initial ascension state. </br>
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--- Fields: </br>
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--- * level (number) Current ascension level (0-9).
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function Ascension.get_initial()
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_increased_this_cycle = false
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return {
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level = 0,
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}
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end
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--- Gets the current ascension level.
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--- @within Ascension
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--- @return number The current ascension level (0-9).
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function Ascension.get_level()
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if not Context or not Context.ascension then return 0 end
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return Context.ascension.level
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end
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--- Gets the maximum ascension level.
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--- @within Ascension
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--- @return number The maximum ascension level.
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function Ascension.get_max_level()
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return ASCENSION_MAX_LEVEL
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end
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--- Increases the ascension level by 1, clamped to the max.
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--- @within Ascension
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function Ascension.increase()
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if not Context or not Context.ascension then return end
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Context.ascension.level = math.min(ASCENSION_MAX_LEVEL, Context.ascension.level + 1)
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_increased_this_cycle = true
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end
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--- Returns true if ascension was incremented since the last consume call.
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--- @within Ascension
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--- @return boolean Whether ascension increased this cycle.
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function Ascension.did_increase()
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return _increased_this_cycle
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end
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--- Consumes the increase flag, returning its value and resetting it.
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--- @within Ascension
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--- @return boolean Whether ascension had increased this cycle.
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function Ascension.consume_increase()
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local result = _increased_this_cycle
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_increased_this_cycle = false
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return result
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end
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--- Returns true when the ascension meter is fully complete (level 10).
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--- @within Ascension
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--- @return boolean Whether the cycle can be broken.
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function Ascension.is_complete()
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return Ascension.get_level() >= ASCENSION_MAX_LEVEL
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end
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--- Draws the ascension meter as individual letters of "ASCENSION".
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--- Each letter lights up per level. Drawn beneath existing meter bars.
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--- @within Ascension
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--- @param x number Left x position.
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--- @param y number Top y position.
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--- @param options table Optional overrides: lit_color, dim_color, spacing.
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function Ascension.draw(x, y, options)
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if not Context or not Context.ascension then return end
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options = options or {}
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local level = Context.ascension.level
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if level < 1 then return end
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local lit_color = options.lit_color or Config.colors.white
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local spacing = options.spacing or 5
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for i = 1, level do
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local ch = ASCENSION_WORD:sub(i, i)
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local color
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if i == level and _fade_active then
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color = Ascension.get_fade_color()
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else
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color = lit_color
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end
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print(ch, x + (i - 1) * spacing, y, color, false, 1, true)
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end
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end
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--- Returns the current fade-in color based on progress through the palette.
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--- @within Ascension
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--- @return number The palette color index for the current fade step.
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function Ascension.get_fade_color()
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if not FADE_COLORS then
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FADE_COLORS = {
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Config.colors.black,
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Config.colors.dark_grey,
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Config.colors.light_grey,
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Config.colors.white,
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}
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end
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if not _fade_active then return Config.colors.white end
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local progress = math.min(_fade_timer / FADE_DURATION, 1)
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local idx = math.floor(progress * (#FADE_COLORS - 1)) + 1
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return FADE_COLORS[idx]
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end
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--- Starts the fade-in effect for the most recently gained letter.
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--- @within Ascension
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function Ascension.start_fade()
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_fade_active = true
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_fade_timer = 0
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end
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--- Starts the ascension flash effect.
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--- @within Ascension
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function Ascension.start_flash()
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_flash_active = true
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_flash_timer = 0
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_flash_total = FLASH_DURATION
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end
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--- Updates and draws the ascension flash overlay.
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--- Call once per frame from the main loop.
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--- @within Ascension
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function Ascension.draw_flash()
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if not _flash_active then return end
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_flash_timer = _flash_timer + 1
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local sw = Config.screen.width
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local sh = Config.screen.height
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local progress = _flash_timer / FLASH_DURATION
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local pulse = math.abs(math.sin(progress * math.pi * 6))
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local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
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rect(0, 0, sw, sh, flash_color)
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if _flash_timer >= _flash_total then
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_flash_active = false
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Ascension.start_fade()
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end
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end
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--- Updates the fade-in timer. Call once per frame from the main loop.
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--- @within Ascension
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function Ascension.update_fade()
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if not _fade_active then return end
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_fade_timer = _fade_timer + 1
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if _fade_timer >= FADE_DURATION then
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_fade_active = false
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end
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end
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--- Returns whether a flash effect is currently active.
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--- @within Ascension
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--- @return boolean Whether the flash is playing.
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function Ascension.is_flashing()
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return _flash_active
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end
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@@ -17,12 +17,15 @@ Context = {}
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--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
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--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
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--- * meters (table) Meter values (see Meter.get_initial).<br/>
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--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
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--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
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--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
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--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
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function Context.initial_data()
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return {
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current_menu_item = 1,
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test_mode = false,
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popup = {
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show = false,
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content = {}
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@@ -33,9 +36,11 @@ function Context.initial_data()
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minigame_button_mash = {},
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minigame_rhythm = {},
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meters = Meter.get_initial(),
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ascension = Ascension.get_initial(),
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timer = Timer.get_initial(),
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triggers = {},
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home_norman_visible = false,
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have_met_sumphore = false,
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game = {
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current_screen = "home",
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current_situation = nil,
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@@ -17,3 +17,4 @@ Timer = {}
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Trigger = {}
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Discussion = {}
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AsciiArt = {}
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Ascension = {}
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@@ -23,3 +23,9 @@ Day.register_handler(function()
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m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
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m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
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end)
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Day.register_handler(function()
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if Context.day_count == 3 then
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Ascension.increase()
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end
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end)
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@@ -37,15 +37,18 @@ end
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--- @within Discussion
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--- @param id string The discussion ID to start.
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--- @param return_window string The window ID to return to after the discussion.
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function Discussion.start(id, return_window)
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--- @param[opt] start_step number The step index to start from (defaults to 1).
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function Discussion.start(id, return_window, start_step)
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local discussion = _discussions[id]
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if not discussion then
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trace("Error: Discussion not found: " .. tostring(id))
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return
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end
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local step = start_step or 1
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if not discussion.steps[step] then step = 1 end
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Context.discussion.active = true
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Context.discussion.id = id
|
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Context.discussion.step = 1
|
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Context.discussion.step = step
|
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Context.discussion.selected_answer = 1
|
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Context.discussion.scroll_y = 0
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Context.discussion.scroll_timer = 0
|
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|
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@@ -152,4 +152,7 @@ function Meter.draw()
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end
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print(meter.label, label_x, label_y, meter.color, false, 1, true)
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end
|
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|
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local ascension_y = start_y + 3 * line_h + 1
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Ascension.draw(bar_x, ascension_y, { spacing = 5 })
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end
|
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|
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@@ -5,7 +5,7 @@
|
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--- @within Minigame
|
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function Minigame.draw_win_overlay()
|
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local text = "SUCCESS"
|
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local tw = #text * 4
|
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local tw = #text * 6
|
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local th = 6
|
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local padding = 4
|
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local box_w = tw + padding * 2
|
||||
|
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@@ -30,7 +30,6 @@ function Timer.update()
|
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if not in_minigame then
|
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t.progress = t.progress + (1 / timer_duration)
|
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if t.progress >= 1 then
|
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Day.increase()
|
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t.progress = t.progress - 1
|
||||
end
|
||||
end
|
||||
|
||||
@@ -397,13 +397,13 @@
|
||||
-- </MAP>
|
||||
-- <SFX>
|
||||
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
|
||||
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000
|
||||
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000
|
||||
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000
|
||||
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
|
||||
-- 016:00000000000000400040004000700070007000400040004000700070007000c000c000c000c000c000c000c000c000c000c000c000c000c000c000c0470000000000
|
||||
-- 017:000000000000000000000000006000600060006000600060106020c030c050c060c080c0a0c0b0c0c0c0c0c0d0c0d0c0e0c0f0c0f0c0f0c0f0c0f0c0400000000000
|
||||
-- 018:00c000c000c000c000c000c0006000600060006000600060200030005000600080009000a000b000c000d000d000e000e000e000f000f000f000f000500000000000
|
||||
-- 019:0000000000000000000000d010d010d020d030d050d070d090d0b0d0c0d0e0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0500000000000
|
||||
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
|
||||
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000
|
||||
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800
|
||||
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130580000000000
|
||||
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100400000000800
|
||||
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
|
||||
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
|
||||
@@ -433,10 +433,10 @@
|
||||
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
|
||||
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
|
||||
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
|
||||
-- 004:40088d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
|
||||
-- 004:49998d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
|
||||
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
|
||||
-- </PATTERNS>
|
||||
-- <TRACKS>
|
||||
-- 000:100001200001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 000:1000012000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ff
|
||||
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- </TRACKS>
|
||||
|
||||
@@ -5,6 +5,7 @@ Screen.register({
|
||||
"go_to_toilet",
|
||||
"go_to_walking_to_office",
|
||||
"go_to_sleep",
|
||||
"go_to_end",
|
||||
},
|
||||
background = "bedroom",
|
||||
draw = function()
|
||||
|
||||
@@ -75,5 +75,14 @@ Screen.register({
|
||||
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
|
||||
|
||||
if Ascension.get_level() > 0 then
|
||||
local asc_y = meter_start_y + #meter_list * 20
|
||||
local asc_letter_y = asc_y + 10
|
||||
local asc_spacing = 8
|
||||
local asc_total_w = Ascension.get_level() * asc_spacing
|
||||
local asc_x = math.floor((sw - asc_total_w) / 2)
|
||||
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
@@ -22,6 +22,10 @@ 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 Space is pressed.
|
||||
--- @within Input
|
||||
function Input.space() return keyp(INPUT_KEY_SPACE) end
|
||||
|
||||
--- Checks if Select is pressed.
|
||||
--- @within Input
|
||||
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
||||
|
||||
@@ -26,8 +26,10 @@ function TIC()
|
||||
Timer.update()
|
||||
Trigger.update()
|
||||
Glitch.draw()
|
||||
Ascension.update_fade()
|
||||
if Context.game_in_progress then
|
||||
Meter.draw()
|
||||
Timer.draw()
|
||||
end
|
||||
Ascension.draw_flash()
|
||||
end
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
--- @section TTGIntroWindow
|
||||
TTGIntroWindow.timer = 180
|
||||
TTGIntroWindow.glitch_started = false
|
||||
TTGIntroWindow.space_count = 0
|
||||
TTGIntroWindow.space_timer = 0
|
||||
TTGIntroWindow.text = [[
|
||||
###### ###### ######
|
||||
## ## #
|
||||
@@ -25,8 +27,19 @@ function TTGIntroWindow.update()
|
||||
TTGIntroWindow.glitch_started = true
|
||||
end
|
||||
|
||||
-- Count menu_back presses during the intro
|
||||
if Input.menu_back() then
|
||||
TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1
|
||||
end
|
||||
|
||||
TTGIntroWindow.timer = TTGIntroWindow.timer - 1
|
||||
if TTGIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
|
||||
if TTGIntroWindow.timer <= 0 or Input.menu_confirm() then
|
||||
-- Evaluate exactly 3 presses at the end of the intro
|
||||
if TTGIntroWindow.space_count == 3 then
|
||||
Context.test_mode = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
Audio.sfx_success()
|
||||
end
|
||||
Glitch.hide()
|
||||
Window.set_current("intro_brief")
|
||||
end
|
||||
|
||||
@@ -4,7 +4,11 @@ local _menu_items = {}
|
||||
--- Draws the menu window.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.draw()
|
||||
UI.draw_top_bar("Definitely not an Impostor")
|
||||
local title = "Definitely not an Impostor"
|
||||
if Context.test_mode then
|
||||
title = title .. " (TEST MODE)"
|
||||
end
|
||||
UI.draw_top_bar(title)
|
||||
|
||||
local menu_h = #_menu_items * 10
|
||||
local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2
|
||||
@@ -81,6 +85,14 @@ function MenuWindow.continued()
|
||||
GameWindow.set_state("continued")
|
||||
end
|
||||
|
||||
--- Opens the minigame ddr test menu.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.ddr_test()
|
||||
AudioTestWindow.init()
|
||||
GameWindow.set_state("minigame_ddr")
|
||||
MinigameDDRWindow.start("menu", nil)
|
||||
end
|
||||
|
||||
--- Refreshes menu items.
|
||||
--- @within MenuWindow
|
||||
function MenuWindow.refresh_menu_items()
|
||||
@@ -93,8 +105,13 @@ function MenuWindow.refresh_menu_items()
|
||||
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 = "To Be Continued...", decision = MenuWindow.continued})
|
||||
|
||||
if Context.test_mode then
|
||||
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
||||
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
|
||||
table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
|
||||
end
|
||||
|
||||
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
|
||||
|
||||
Context.current_menu_item = 1
|
||||
|
||||
@@ -141,16 +141,16 @@ local function draw_arrow(x, y, direction, color)
|
||||
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)
|
||||
rectb(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)
|
||||
rectb(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)
|
||||
rectb(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)
|
||||
rectb(x + half - 2, y, 4, half, color)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -16,13 +16,18 @@ He says nothing.
|
||||
|
||||
local state = STATE_TEXT
|
||||
local text_y = Config.screen.height
|
||||
local text_speed = 0.4
|
||||
local text_speed = 0.2
|
||||
local day_timer = 0
|
||||
local day_display_frames = 120
|
||||
local text_done = false
|
||||
local text_done_timer = 0
|
||||
local TEXT_DONE_HOLD_FRAMES = 120
|
||||
local selected_choice = 1
|
||||
local text = DEFAULT_TEXT
|
||||
local day_text_override = nil
|
||||
local on_text_complete = nil
|
||||
local show_mysterious_screen = true
|
||||
local trigger_flash_on_wake = false
|
||||
|
||||
local choices = {
|
||||
{
|
||||
@@ -47,16 +52,30 @@ end
|
||||
--- * text (string) Override for the scrolling text.<br/>
|
||||
--- * day_text (string) Override for the centered day label.<br/>
|
||||
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
|
||||
--- * skip_text (boolean) If true, skip the text phase and go straight to day display.<br/>
|
||||
function MysteriousManWindow.start(options)
|
||||
options = options or {}
|
||||
state = STATE_TEXT
|
||||
text_y = Config.screen.height
|
||||
day_timer = 0
|
||||
text_done = false
|
||||
text_done_timer = 0
|
||||
selected_choice = 1
|
||||
text = options.text or DEFAULT_TEXT
|
||||
local line_count = 1
|
||||
for _ in string.gmatch(text, "\n") do line_count = line_count + 1 end
|
||||
local text_block_h = line_count * 8
|
||||
text_y = math.floor((Config.screen.height - text_block_h) / 2)
|
||||
day_text_override = options.day_text
|
||||
on_text_complete = options.on_text_complete
|
||||
Meter.hide()
|
||||
trigger_flash_on_wake = not options.skip_text
|
||||
if options.skip_text then
|
||||
show_mysterious_screen = false
|
||||
state = STATE_DAY
|
||||
day_timer = day_display_frames
|
||||
else
|
||||
show_mysterious_screen = true
|
||||
state = STATE_TEXT
|
||||
end
|
||||
Window.set_current("mysterious_man")
|
||||
end
|
||||
|
||||
@@ -86,6 +105,10 @@ local function wake_up()
|
||||
Audio.music_play_wakingup()
|
||||
Context.home_norman_visible = true
|
||||
Meter.show()
|
||||
if trigger_flash_on_wake then
|
||||
trigger_flash_on_wake = false
|
||||
Ascension.start_flash()
|
||||
end
|
||||
Window.set_current("game")
|
||||
end,
|
||||
})
|
||||
@@ -101,26 +124,34 @@ end
|
||||
--- @within MysteriousManWindow
|
||||
function MysteriousManWindow.update()
|
||||
if state == STATE_TEXT then
|
||||
text_y = text_y - text_speed
|
||||
if not text_done then
|
||||
text_y = text_y - text_speed
|
||||
|
||||
local lines = 1
|
||||
for _ in string.gmatch(text, "\n") do
|
||||
lines = lines + 1
|
||||
end
|
||||
local lines = 1
|
||||
for _ in string.gmatch(text, "\n") do
|
||||
lines = lines + 1
|
||||
end
|
||||
|
||||
if text_y < -lines * 8 then
|
||||
go_to_day_state()
|
||||
end
|
||||
|
||||
if Input.select() then
|
||||
go_to_day_state()
|
||||
if text_y < -lines * 8 then
|
||||
text_done = true
|
||||
text_done_timer = TEXT_DONE_HOLD_FRAMES
|
||||
end
|
||||
else
|
||||
text_done_timer = text_done_timer - 1
|
||||
if text_done_timer <= 0 then
|
||||
go_to_day_state()
|
||||
end
|
||||
end
|
||||
elseif state == STATE_DAY then
|
||||
day_timer = day_timer - 1
|
||||
|
||||
if day_timer <= 0 or Input.select() then
|
||||
state = STATE_CHOICE
|
||||
selected_choice = 1
|
||||
if trigger_flash_on_wake or Ascension.get_level() < 1 then
|
||||
wake_up()
|
||||
else
|
||||
state = STATE_CHOICE
|
||||
selected_choice = 1
|
||||
end
|
||||
end
|
||||
elseif state == STATE_CHOICE then
|
||||
selected_choice = UI.update_menu(choices, selected_choice)
|
||||
@@ -140,11 +171,17 @@ end
|
||||
--- @within MysteriousManWindow
|
||||
function MysteriousManWindow.draw()
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
Screen.draw_the_mysterious_screen()
|
||||
if show_mysterious_screen then
|
||||
Screen.draw_the_mysterious_screen()
|
||||
end
|
||||
|
||||
if state == STATE_TEXT then
|
||||
local x = (Config.screen.width - 132) / 2
|
||||
Print.text(text, x, text_y, Config.colors.light_grey)
|
||||
local cx = Config.screen.width / 2
|
||||
local line_y = text_y
|
||||
for line in (text .. "\n"):gmatch("(.-)\n") do
|
||||
Print.text_center(line, cx, line_y, Config.colors.light_grey)
|
||||
line_y = line_y + 8
|
||||
end
|
||||
elseif state == STATE_DAY then
|
||||
local day_text = day_text_override or ("Day " .. Context.day_count)
|
||||
Print.text_center(
|
||||
|
||||
130
tools/musicator/musicator.lua
Normal file
130
tools/musicator/musicator.lua
Normal file
@@ -0,0 +1,130 @@
|
||||
unpack = unpack or table.unpack
|
||||
|
||||
function build_markov_model(sequence, order)
|
||||
local function make_key(tbl)
|
||||
return table.concat(tbl, "|")
|
||||
end
|
||||
|
||||
local function unmake_key(k)
|
||||
local result = {}
|
||||
for t in string.gmatch(k, "[^|]+") do
|
||||
result[#result + 1] = t
|
||||
end
|
||||
|
||||
return result
|
||||
end
|
||||
|
||||
local function add_key(str, value)
|
||||
return str .. "|" .. value
|
||||
end
|
||||
|
||||
local function split_last(full)
|
||||
local i = full:match(".*()|")
|
||||
return full:sub(1, i-1), full:sub(i+1)
|
||||
end
|
||||
|
||||
local counts = {}
|
||||
local totals = {}
|
||||
|
||||
-- count
|
||||
for i = 1, #sequence - order do
|
||||
local notes = make_key({unpack(sequence, i, i + order - 1)})
|
||||
totals[notes] = (totals[notes] or 0) + 1
|
||||
|
||||
local notes_full = add_key(notes, sequence[i + order])
|
||||
counts[notes_full] = (counts[notes_full] or 0) + 1
|
||||
end
|
||||
|
||||
-- build model
|
||||
local model = {}
|
||||
|
||||
for notes_full,count in pairs(counts) do
|
||||
local notes, _ = split_last(notes_full)
|
||||
|
||||
model[notes_full] = count[notes_full] / total[notes]
|
||||
end
|
||||
|
||||
return {
|
||||
order = order,
|
||||
model = model,
|
||||
counts = counts -- keep raw counts (useful!)
|
||||
}
|
||||
end
|
||||
|
||||
function generate_sequence(model_data, length)
|
||||
local model = model_data.model
|
||||
local order = model_data.order
|
||||
|
||||
-- helper: split key into parts
|
||||
local function split(k)
|
||||
local t = {}
|
||||
for part in string.gmatch(k, "[^|]+") do
|
||||
t[#t+1] = part
|
||||
end
|
||||
return t
|
||||
end
|
||||
|
||||
-- pick random starting state
|
||||
local start_key
|
||||
for k,_ in pairs(model) do
|
||||
start_key = k
|
||||
break
|
||||
end
|
||||
|
||||
-- (optional: better random start)
|
||||
for k,_ in pairs(model) do
|
||||
if math.random() < 0.1 then
|
||||
start_key = k
|
||||
end
|
||||
end
|
||||
|
||||
local parts = split(start_key)
|
||||
|
||||
-- initial sequence = first `order` items
|
||||
local seq = {}
|
||||
for i = 1, order do
|
||||
seq[i] = parts[i]
|
||||
end
|
||||
|
||||
-- generation loop
|
||||
while #seq < length do
|
||||
-- build current state key
|
||||
local state = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
|
||||
|
||||
-- collect matching transitions
|
||||
local matches = {}
|
||||
for full,prob in pairs(model) do
|
||||
if full:sub(1, #state) == state and full:sub(#state+1, #state+1) == "|" then
|
||||
matches[#matches+1] = {key=full, prob=prob}
|
||||
end
|
||||
end
|
||||
|
||||
if #matches == 0 then break end
|
||||
|
||||
-- weighted pick
|
||||
local r = math.random()
|
||||
local sum = 0
|
||||
|
||||
local chosen
|
||||
for _,m in ipairs(matches) do
|
||||
sum = sum + m.prob
|
||||
if r <= sum then
|
||||
chosen = m.key
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not chosen then
|
||||
chosen = matches[#matches].key
|
||||
end
|
||||
|
||||
-- extract next symbol (after last '|')
|
||||
local next_symbol = chosen:match("|([^|]+)$")
|
||||
|
||||
seq[#seq+1] = next_symbol
|
||||
end
|
||||
|
||||
return seq
|
||||
end
|
||||
|
||||
-- todo: feed samples
|
||||
1
tools/musicator/sample_1.lua
Normal file
1
tools/musicator/sample_1.lua
Normal file
@@ -0,0 +1 @@
|
||||
-- todo
|
||||
Reference in New Issue
Block a user