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199 Commits

Author SHA1 Message Date
c6ce9940a6 Merge branch 'develop' into codegenerator
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2026-04-27 22:57:18 +02:00
47e5e0ca17 codegenerator
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2026-04-27 22:54:50 +02:00
b5dd0cc686 Merge pull request 'feature/imp-139-gameover-and-meters' (#56) from feature/imp-139-gameover-and-meters into develop
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Reviewed-on: #56
2026-04-27 20:39:48 +00:00
Zoltan Timar
340d0ff78c Merge branch 'develop' into feature/imp-139-gameover-and-meters
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2026-04-27 22:28:08 +02:00
Zoltan Timar
7df42dd2cd feat: added game over screen, fixed bar filling on ddr, applied tamagochi logic to game
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2026-04-27 22:26:16 +02:00
5d4aa1ee26 Merge pull request 'credit window' (#55) from credits-window into develop
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Reviewed-on: #55
2026-04-27 19:23:47 +00:00
4ba02c894c credit window
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2026-04-27 21:22:38 +02:00
98fd6981cc Merge pull request 'Drawing both sides of the home screen.' (#54) from feature/task106_home_screen into develop
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Reviewed-on: #54
2026-04-27 16:24:33 +00:00
3ed06353b8 Drawing both sides of the home screen.
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2026-04-27 18:22:41 +02:00
0b8e2368ec set version to 1.0-beta3
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2026-04-09 21:55:48 +02:00
ff96ca963d Merge pull request 'feature/task110_sprite_silhouette' (#51) from feature/task110_sprite_silhouette into develop
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Reviewed-on: #51
2026-04-09 19:47:28 +00:00
ae3415b417 main menu color fix
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2026-04-09 21:44:52 +02:00
ce819eae2b Merge branch 'develop' into feature/task110_sprite_silhouette
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2026-04-09 21:37:23 +02:00
658e6908b5 Merge pull request '- task #134: randomize placement of characters' (#49) from feature/134-randomized-character-positions into develop
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Reviewed-on: #49
2026-04-09 19:05:27 +00:00
5ae1eec48a - task #134: randomize placement of characters
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2026-04-09 20:47:59 +02:00
04eb825646 Merge pull request 'IMP-133: re-added have_a_coffee discussion, fixed text readability, fixed centering of texts, new system.ui functions for drawing in contour, fixed ddr types, fixed meter drawing' (#48) from chore/imp-133-improve-readability into develop
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Reviewed-on: #48
2026-04-09 14:41:43 +00:00
Zoltan Timar
e797377ec1 chore: lint fixes
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2026-04-09 16:40:19 +02:00
Zoltan Timar
9d56ca2e7a chore: re-added have_a_coffee discussion, fixed text readability, fixed centering of texts, new system.ui functions for drawing in contour, fixed ddr types, fixed meter drawing
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2026-04-09 16:36:19 +02:00
9b379d32b3 Corrects the color defects in tiles.
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2026-04-09 15:58:54 +02:00
5fc6ae5c14 Draws outlines around the figures.
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2026-04-09 15:48:04 +02:00
1e3716196e Removes the setting of the transparent color to fix the linter error.
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2026-04-09 13:54:43 +02:00
4b5f11969b Changes the Norman's silhouette. Change the background color of the sprites to pink.
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2026-04-09 13:47:24 +02:00
a4a6ad2ab2 Introduces the transparent color. The default is the pink. 2026-04-09 13:46:05 +02:00
8921f02821 mouse handling refact
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2026-04-02 22:12:58 +02:00
211af18c26 debug mode fix
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2026-04-02 21:51:43 +02:00
b337ae8516 main menu tweaks
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2026-04-02 19:12:39 +02:00
10316d3075 Controls menu 2026-04-02 18:51:17 +02:00
589b225ab0 remove configuration menu 2026-04-02 18:45:12 +02:00
7697b35336 input remapping + mouse control
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2026-04-02 18:39:36 +02:00
6e1cf1db3e remove situation management 2026-04-02 15:32:20 +02:00
020bfd4134 set version to beta2
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2026-03-23 07:02:39 +01:00
87d4f5843b Merge pull request 'beta1 release' (#46) from develop into master
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Reviewed-on: #46
2026-03-22 22:49:23 +00:00
8e610f14a0 new ddr2 game
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2026-03-22 23:47:12 +01:00
753509b4ea Merge branch 'develop' into rle-screens
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2026-03-22 23:17:45 +01:00
7dbbbb4668 day switch and ddr backgrounds
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2026-03-22 23:13:34 +01:00
3290d0fb89 Merge branch 'feature/ddr_upgrade' into develop
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2026-03-22 22:30:20 +01:00
4cf7df511b Merge branch 'develop' into feature/ddr_upgrade
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2026-03-22 22:27:12 +01:00
8b0bcdbe95 - lint fixes
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2026-03-22 22:24:36 +01:00
7c3a011ffc - lint fixes
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2026-03-22 22:10:56 +01:00
6ee874655e - lint fix :D 2026-03-22 22:06:35 +01:00
3420694287 - linter fixes
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2026-03-22 21:55:12 +01:00
e12a27e4e1 - linter fixes
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2026-03-22 21:53:51 +01:00
81b47c3760 rle screens 2026-03-22 21:53:29 +01:00
53ccda7702 - updated decision texts for less grammatical errors
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- fixed for "only_left" game maxing out before special win
- game ends with TO BE CONTINUED at ASC 4
2026-03-22 21:42:13 +01:00
2912d7c482 RLE lib
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2026-03-22 21:21:27 +01:00
284c5aa4c8 time based scroll
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2026-03-22 19:03:05 +01:00
93df710d14 asciiart update 2026-03-22 18:56:16 +01:00
4e6590174a - lint fix
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2026-03-21 23:31:40 +01:00
6a33be82e9 - added music and sounds to things
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- hooked up ddr logic into game logic
- TODO: "left_only" ddr needs tweak
2026-03-21 23:20:48 +01:00
mr.one
9a3c9ee28c - ddr special logic seems to be working in solation
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2026-03-21 17:26:39 +01:00
197cb9403b add tic & zip to gitignore
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2026-03-21 07:10:09 +01:00
mr.one
c41bf23a45 - musicator: generation + ddr operational
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- TODO: special logic, code cleanup
2026-03-21 01:41:30 +01:00
9d6d2c2c6f Merge pull request 'feature/imp-99-add-discussions' (#44) from feature/imp-99-add-discussions into develop
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Reviewed-on: #44
2026-03-20 23:19:58 +00:00
Zoltan Timar
fb8ae157b6 fix: lint
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2026-03-21 00:18:52 +01:00
Zoltan Timar
803ddc482b Merge branch 'develop' into feature/imp-99-add-discussions
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2026-03-21 00:17:08 +01:00
Zoltan Timar
ed14a86997 fix: lint
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2026-03-21 00:16:38 +01:00
Zoltan Timar
9263a90961 fix: lint
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2026-03-21 00:15:18 +01:00
Zoltan Timar
05091c7af2 feat: added sumphore & coworker discussions until asc 3, fixed game flow bugs, added mysterious man screen texts
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2026-03-21 00:12:15 +01:00
Zoltan Timar
f79233521d fix: removed mm window, made it into screen
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2026-03-20 21:25:37 +01:00
mr.one
46d3ff2ebc - tools/musicator:\n - markov model generator and pattern generator operational\n- DDR sound generation in-progress
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2026-03-20 20:18:10 +01:00
Zoltan Timar
3e6fa41021 feat: added mm discussions
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2026-03-20 18:23:17 +01:00
d899a74411 set version to 1.0-beta1
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2026-03-20 15:33:00 +01:00
4c7d43fea3 set version to 1.0-alpha
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2026-03-20 15:30:39 +01:00
94563d32c0 Merge pull request 'test mode' (#42) from feature/test-mode into master
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Reviewed-on: #42
2026-03-20 06:25:24 +00:00
9da44700cb test mode
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2026-03-20 07:25:04 +01:00
b72875c42f Merge pull request 'success label border fix' (#41) from bugfix/success-label-border into master
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Reviewed-on: #41
2026-03-20 06:07:24 +00:00
6b4d47a438 success label border fix
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2026-03-20 07:06:52 +01:00
d916ddeeb5 Merge pull request 'feature/imp-97-ascension-meter' (#40) from feature/imp-97-ascension-meter into master
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Reviewed-on: #40
2026-03-19 17:27:41 +00:00
Zoltan Timar
ca883a15bd fix: unknown var
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2026-03-19 18:26:04 +01:00
Zoltan Timar
b4dcdaba58 feat: added ascension meter, done 0-1 asc logic, fixed mysterious man behaviours
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2026-03-19 18:22:06 +01:00
823c3313af Merge branch 'master' of https://git.teletype.hu/games/impostor
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2026-03-19 00:22:42 +01:00
47e41f4054 - added ddr test to main menu\n- tweaked sounds\n- musicator tool base code, needs samples 2026-03-19 00:21:48 +01:00
65e0f131c0 Merge pull request 'Adds the mysterious screen.' (#39) from feature/task98_mysterious_man into master
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Reviewed-on: #39
2026-03-18 21:36:21 +00:00
6a6d5ab1fe Try to fix the linter warnings.
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2026-03-18 22:32:01 +01:00
6807f7ae7f Fix the linter warnings again.
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2026-03-18 22:30:30 +01:00
c8d8999ba3 Fix the linter issue.
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2026-03-18 22:13:42 +01:00
c8073aff02 Adds the mysterious screen.
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2026-03-18 22:08:54 +01:00
0d7dcad54a Merge pull request 'feature/task100_co_workers' (#38) from feature/task100_co_workers into master
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Reviewed-on: #38
2026-03-18 11:04:41 +00:00
e12021a432 Displays the characters on street and in office.
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2026-03-18 12:02:34 +01:00
29e7361303 Fix the dev_guard and the pizza_vendor. 2026-03-18 12:01:51 +01:00
2311232290 Includes the character registrations.
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2026-03-18 11:11:53 +01:00
c0e4562971 Fix the architect and the oraculum. 2026-03-18 11:10:25 +01:00
2079de587a Renames Morphesu for Sumphore.
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2026-03-18 09:50:26 +01:00
ec19e7fe12 Add 17 characters.
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2026-03-18 09:13:57 +01:00
2034fbd9b0 Merge pull request 'screen exit handler' (#37) from screen-exit-handler into master
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Reviewed-on: #37
2026-03-17 22:33:50 +00:00
883ad5fcbf screen exit handler
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2026-03-17 23:33:13 +01:00
30c894c2f0 Merge pull request 'continue-window' (#36) from continue-window into master
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Reviewed-on: #36
2026-03-17 22:05:04 +00:00
eb30ac0b0b AsciiArt
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2026-03-17 23:04:33 +01:00
cd85a7214c continued window
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2026-03-17 22:12:45 +01:00
a00db92703 main title typo fix, remove glitch and end_game decision
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2026-03-17 21:53:47 +01:00
10e99ad25d Register a character named Morpheus. 2026-03-17 21:05:15 +01:00
37967639f4 Creates a character tile board in general. 2026-03-17 21:04:28 +01:00
9c18812e95 Merge pull request 'ttg-logo' (#35) from ttg-logo into master
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Reviewed-on: #35
2026-03-17 00:04:11 +00:00
10b7dfd24b main menu tweaks
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2026-03-17 01:03:33 +01:00
4d8f01187b intro screens 2026-03-17 00:58:22 +01:00
e5a942dd00 Add some new characters to the meta.assets.lua.
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2026-03-15 19:46:49 +01:00
7a162d86b9 Add new characters to the sprites. 2026-03-15 19:40:59 +01:00
mr.one
a208f0d27a New music: work activity
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2026-03-15 09:03:44 +01:00
e2c5b38ecc Merge pull request 'feature/imp-90-new-intro-sequence' (#34) from feature/imp-90-new-intro-sequence into master
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Reviewed-on: #34
2026-03-12 17:17:53 +00:00
Zoltan Timar
e40214c45b fix: lint fix
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2026-03-12 18:14:42 +01:00
Zoltan Timar
b349ded281 feat: added intro sequence, fixed norman's sprite, placed him in various places
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2026-03-12 18:10:50 +01:00
c897cdcbd5 Merge pull request 'feature/imp-89-textbox-impl' (#33) from feature/imp-89-textbox-impl into master
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Reviewed-on: #33
2026-03-12 16:11:44 +00:00
Zoltan Timar
5346281c5c fix: lint fix
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2026-03-12 17:10:24 +01:00
Zoltan Timar
5daf98fd06 feat: added new discussion functionality, implemented textbox draw functionality, added first discussion with sumphore to the street
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2026-03-12 17:08:08 +01:00
5a0c8ef19d set version to 0.8
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2026-03-12 07:52:42 +01:00
1c25a077a5 lint fixes
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2026-03-12 07:49:36 +01:00
fd983dd6e1 doc fixes
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2026-03-12 07:42:11 +01:00
220ca27128 Merge pull request 'glitch' (#32) from feature/glitch into master
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Reviewed-on: #32
2026-03-11 23:59:18 +00:00
3bb1fb7941 glitch
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2026-03-12 00:58:38 +01:00
24ce240f97 Merge pull request 'feature/end-window' (#31) from feature/end-window into master
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2026-03-11 23:45:51 +00:00
5d78cffc99 end window
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2026-03-12 00:44:26 +01:00
d1e7704d66 Day documentation 2026-03-11 23:41:27 +01:00
71a21f3f86 remove top bar in game window 2026-03-11 23:41:27 +01:00
5383fa3240 Merge pull request 'feature/imp-x-implement-standard-day-cycle' (#30) from feature/imp-x-implement-standard-day-cycle into master
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Reviewed-on: #30
2026-03-09 15:26:26 +00:00
Zoltan Timar
f3846a283e fix: fixing linter
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2026-03-09 16:25:11 +01:00
Zoltan Timar
732c8b34c8 feat: added standard day cycle, added mysterious man screen, added work screen, added new decisions, placed minigames in their proposed space
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2026-03-09 16:20:50 +01:00
53a3f37c8e Merge pull request 'feature/imp-61-time-based-trigger' (#29) from feature/imp-61-time-based-trigger into master
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Reviewed-on: #29
2026-03-05 19:39:36 +00:00
Zoltan Timar
9b49e13a5d fix: adding Trigger to luacheckrc
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2026-03-05 20:38:16 +01:00
Zoltan Timar
3f2df7d512 feat: trigger logic implementation
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2026-03-05 20:26:23 +01:00
3db1ae1064 Merge pull request 'minigame init refact' (#28) from feature/minigames-init-refact into master
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Reviewed-on: #28
2026-03-05 18:17:30 +00:00
f800cfff9b minigame init refact
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2026-03-05 19:14:12 +01:00
649b73b3f8 UPDATE_SERVER url update
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2026-03-04 15:04:04 +01:00
cd41cb3312 Merge branch 'master' of https://git.teletype.hu/games/impostor
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2026-03-03 23:38:45 +01:00
ecd094e2d7 - makefile:
- added PATTERNS and TRACKS for music
- audio and configuration windows fixed
- there might be some rudimentary music in there
2026-03-03 23:36:51 +01:00
5b4f3052a6 Merge pull request 'well done splash' (#27) from feature/minigame-win-splash into master
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Reviewed-on: #27
2026-03-03 19:58:42 +00:00
83301a1a8e well done splash
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2026-03-03 20:55:53 +01:00
77bd76f6f9 Merge pull request 'feature/day-counter' (#26) from feature/day-counter into master
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Reviewed-on: #26
2026-03-03 19:37:31 +00:00
aa7d0e902d color fix
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2026-03-03 20:36:42 +01:00
cb19251556 Meter.draw
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2026-03-03 20:32:08 +01:00
83f801210e Decision.update & draw
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2026-03-03 20:23:56 +01:00
a732b5cbfa logic layer
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2026-03-03 20:14:57 +01:00
c39e0ece35 move meter to system (temporary)
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2026-03-03 20:05:49 +01:00
03b6567c08 Timer and Day modules
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2026-03-03 19:51:22 +01:00
41eea638c0 Merge pull request 'Add the office background.' (#25) from feature/task22_programming_office into master
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Reviewed-on: #25
2026-03-01 09:52:03 +00:00
67de284598 Add the office background.
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2026-03-01 10:51:35 +01:00
8a7fa96bcd Merge pull request 'Add the street background.' (#24) from feature/task46_programming_street into master
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Reviewed-on: #24
2026-03-01 09:39:19 +00:00
6a3ef5d81e Add the street background.
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2026-03-01 10:36:44 +01:00
c334f644de Merge pull request 'feature/task21_programming_home' (#23) from feature/task21_programming_home into master
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Reviewed-on: #23
2026-03-01 08:18:15 +00:00
7cc886623b Add the tiles, sprites and map to meta.assets.
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2026-03-01 09:07:13 +01:00
8ac5c5c3d9 Correct the palette of the characters and sprites. 2026-03-01 09:06:33 +01:00
43e943278b Add the assets of the characters and background.
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2026-03-01 07:52:49 +01:00
47efe91f58 Merge pull request 'cicd improvements' (#22) from feature/pipeline-improvements into master
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Reviewed-on: #22
2026-02-27 14:54:39 +00:00
Zsolt Tasnadi
fd7b5650d3 cicd improvements
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2026-02-27 13:11:01 +01:00
0e956ec7a9 Merge pull request 'feature/task71_drawing_street' (#15) from feature/task71_drawing_street into master
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Reviewed-on: #15
Reviewed-by: mr.two <zoltan.timar31@gmail.com>
2026-02-27 07:51:43 +00:00
0c2999f596 Merge pull request 'feature/imp-27-add-minifier' (#21) from feature/imp-27-add-minifier into master
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Reviewed-on: #21
2026-02-26 23:49:35 +00:00
e46c48b2ec tic80pro image pull always
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2026-02-27 00:46:55 +01:00
99ace8a1e8 add minify to export
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2026-02-26 23:39:00 +01:00
15bf66f1ca minify.lua from github
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2026-02-26 23:27:41 +01:00
Zoltan Timar
41f75da8c3 feat: added minifier, added minify step to makefile, added unminify step to makefile
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2026-02-26 22:41:58 +01:00
e05018d637 Merge pull request 'feature/ldoc-return-fixes' (#20) from feature/ldoc-return-fixes into master
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Reviewed-on: #20
2026-02-26 16:50:14 +00:00
8e104b1ff9 Merge branch 'master' into feature/ldoc-return-fixes
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2026-02-26 17:49:21 +01:00
e07eeb466b vscode settings update
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2026-02-26 17:44:41 +01:00
337f1fc132 ldoc return fixes 2026-02-26 17:41:06 +01:00
e14160114b Merge pull request 'feature/imp-30-stat-screen' (#19) from feature/imp-30-stat-screen into master
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Reviewed-on: #19
2026-02-26 16:06:54 +00:00
Zoltan Timar
1b64fd2392 Merge branch 'master' into feature/imp-30-stat-screen
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2026-02-26 16:54:24 +01:00
Zoltan Timar
aaf1479a78 feat: stat screen on toilet with Focus overlay, screen draw callback added to manager, meter decay now only on timer revolution, timer visible on stat screen not minigames, Meter.get_timer_decay_percentage() added, Context.stat_screen_active flag added
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2026-02-26 16:54:00 +01:00
e56662f6ad linter and doc fix for Focus
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2026-02-26 16:21:25 +01:00
2d25537abb Merge pull request 'feature/imp-42-time-indicator' (#18) from feature/imp-42-time-indicator into master
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Reviewed-on: #18
2026-02-26 14:49:00 +00:00
Zoltan Timar
66af47c483 feat: ring timer drawn at top-left of screen, Meter.set_timer_duration(f) controls speed, Meter.set_timer_decay(a) controls decay amount, all decay pauses during any minigame window
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2026-02-26 15:43:39 +01:00
8f9e044a17 Merge pull request 'feature/imp-62-focus-handling' (#17) from feature/imp-62-focus-handling into master
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Reviewed-on: #17
2026-02-26 13:58:51 +00:00
Zoltan Timar
954a39aef1 feat: added new functionality with focus, added base background to screens, created Focus.close(), Focus.start(), Focus.driven() methods for different use-cases, added focus to screens
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2026-02-26 14:53:22 +01:00
Zsolt Tasnadi
226d75d905 return table details in docs
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2026-02-26 11:25:20 +01:00
Zsolt Tasnadi
8f34cbf875 docs for table properties
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2026-02-26 10:21:48 +01:00
64de41a940 Merge pull request 'section and within annotations for ldoc' (#16) from feature/ldoc-sections into master
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Reviewed-on: #16
2026-02-25 22:25:12 +00:00
777c27aa54 section and within annotations for ldoc
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2026-02-25 23:24:53 +01:00
c321fbc19a Rename the backgrounds (bedroom, office) to a uniform filename format.
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2026-02-25 06:33:53 +01:00
dc8a82d583 Delete the unnecessary version of the bedroom background.
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2026-02-25 06:30:56 +01:00
c565213e44 Delete the unnecessary versions of the office background.
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2026-02-25 06:29:47 +01:00
035a2bc37e Add the drawing of street background in ase format.
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2026-02-25 06:26:47 +01:00
297ee8b622 Merge pull request 'refact by claude' (#14) from claude-refact into master
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Reviewed-on: #14
2026-02-23 09:44:07 +00:00
Zsolt Tasnadi
7deeffa8d6 refact by claude
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2026-02-23 10:40:14 +01:00
272a54ea87 fix colors
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2026-02-22 21:32:24 +01:00
14b14ffc0c window.register.lua
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2026-02-22 21:26:59 +01:00
7e87a78a15 Merge pull request 'feature/context-refactoring' (#13) from feature/context-refactoring into master
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Reviewed-on: #13
2026-02-22 19:19:02 +00:00
62d4863a1a refact
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2026-02-22 20:18:40 +01:00
d9febf16e0 remove prular defitions
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2026-02-22 15:20:10 +01:00
6f5b17147c Merge pull request 'feature/docs' (#12) from feature/docs into master
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Reviewed-on: #12
2026-02-21 23:31:08 +00:00
76964f872d docs
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2026-02-22 00:30:12 +01:00
3b137fd48e docs make target 2026-02-21 23:44:03 +01:00
b7791fb9ce Merge pull request 'screen init, update, optional decision condition' (#11) from feature/screen-init-update into master
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Reviewed-on: #11
2026-02-21 22:35:23 +00:00
7e1dd28808 screen init, update, optional decision condition
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2026-02-21 23:35:00 +01:00
0b25ecc793 set window objects to global
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2026-02-21 23:18:42 +01:00
f08e4ad1d4 Merge pull request 'sprite handling' (#10) from feature/sprite-handling into master
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Reviewed-on: #10
2026-02-21 22:13:31 +00:00
9ae6c12582 sprite handling
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2026-02-21 23:12:46 +01:00
4e35cd4bd3 Merge pull request 'situation handling' (#9) from feature/situation-handling into master
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Reviewed-on: #9
2026-02-21 21:34:10 +00:00
ed2354b0fa situation handling
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2026-02-21 22:33:24 +01:00
7854dc8a9f situation handling
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2026-02-21 22:33:01 +01:00
3b9b67e2fa Merge pull request 'remove manager postfixes' (#8) from feature-remove-manager-postfixes into master
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Reviewed-on: #8
2026-02-21 20:36:29 +00:00
1a4565428d remove manager postfixes
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2026-02-21 21:35:48 +01:00
f02bb75e4f Merge pull request 'feat/imp-28-context-minigame-meter-table' (#7) from feat/imp-28-context-minigame-meter-table into master
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Reviewed-on: #7
2026-02-18 22:24:11 +00:00
Zoltan Timar
e0c3b446af fix: make lint
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2026-02-18 23:07:22 +01:00
Zoltan Timar
8832b6c833 feat: added meters, changed colors, removed unnecessary comments 2026-02-18 22:58:14 +01:00
Zoltan Timar
9014e36014 feat: moved minigames to their separate context
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2026-02-18 21:43:16 +01:00
Zoltan Timar
7b263bb454 fix: desition -> decision
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2026-02-18 21:42:40 +01:00
0640964ee4 Merge pull request 'feature/background-manager' (#6) from feature/background-manager into master
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Reviewed-on: #6
2026-02-18 18:29:51 +00:00
1cf09de1fb remove ai generated comments
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2026-02-18 19:29:06 +01:00
6303781534 tweaks
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2026-02-18 19:17:18 +01:00
e2bd1711c0 MapManager
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2026-02-18 19:13:32 +01:00
60a6c73a32 Merge pull request 'add precommit hook' (#5) from lint-recommit-hook into master
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Reviewed-on: #5
2026-02-18 09:28:31 +00:00
130 changed files with 7596 additions and 1363 deletions

8
.gitignore vendored
View File

@@ -1,4 +1,10 @@
.claude
.local .local
impostor.lua impostor.lua
impostor.original.lua
prompts prompts
docs docs
minify.lua
*.tic
*.zip
NOTES_*

View File

@@ -2,26 +2,66 @@
-- Configuration for luacheck -- Configuration for luacheck
globals = { globals = {
"Focus",
"Day",
"Timer",
"Glitch",
"Trigger",
"Discussion",
"Util", "Util",
"DesitionManager", "Decision",
"ScreenManager", "Screen",
"Sprite",
"UI", "UI",
"Print", "Print",
"Input", "Input",
"Audio", "Audio",
"AsciiArt",
"Ascension",
"Config",
"Context", "Context",
"Meter",
"Minigame",
"Window",
"ContinuedWindow",
"CreditsWindow",
"TTGIntroWindow",
"BriefIntroWindow",
"TitleIntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ControlsWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"MysteriousManScreen",
"DiscussionWindow",
"EndWindow",
<<<<<<< HEAD
"PlayerNameWindow",
"TextInput",
"CodeGenerator",
"CreditsWindow",
=======
"GameOverWindow",
>>>>>>> develop
"mset", "mset",
"mget", "mget",
"btnp", "btnp",
"keyp", "keyp",
"music", "music",
"sfx", "sfx",
"spr",
"rect", "rect",
"rectb", "rectb",
"circ", "circ",
"circb", "circb",
"cls", "cls",
"tri", "tri",
"pix",
"line",
"Songs", "Songs",
"frame_from_beat", "frame_from_beat",
"beats_to_pattern", "beats_to_pattern",
@@ -30,6 +70,14 @@ globals = {
"exit", "exit",
"trace", "trace",
"index_menu", "index_menu",
"Map",
"map",
"time",
"RLE",
"mouse",
"Mouse",
"print",
"musicator_generate_pattern",
} }

View File

@@ -14,7 +14,10 @@
"inc/?.lua" "inc/?.lua"
], ],
"Lua.diagnostics.disable": [ "Lua.diagnostics.disable": [
"undefined-global" "undefined-global",
"undefined-doc-param",
"undefined-doc-name",
"luadoc-miss-param-name"
], ],
"python.autoComplete.extraPaths": [ "python.autoComplete.extraPaths": [
"${workspaceFolder}/sources/poky/bitbake/lib", "${workspaceFolder}/sources/poky/bitbake/lib",
@@ -27,5 +30,5 @@
"files.associations": { "files.associations": {
"*.conf": "bitbake", "*.conf": "bitbake",
"*.inc": "bitbake" "*.inc": "bitbake"
} },
} }

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

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@@ -5,7 +5,32 @@ steps:
- 'apk add --no-cache make' - 'apk add --no-cache make'
- 'make ci-version' - 'make ci-version'
- name: build - 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
image: git.teletype.hu/internal/tic80pro:latest image: git.teletype.hu/internal/tic80pro:latest
environment: environment:
XDG_RUNTIME_DIR: /tmp XDG_RUNTIME_DIR: /tmp
@@ -23,14 +48,14 @@ steps:
from_secret: droparea_ssh_password from_secret: droparea_ssh_password
commands: commands:
- 'apk add --no-cache make openssh-client sshpass' - 'apk add --no-cache make openssh-client sshpass'
- 'make ci-upload' - 'make ci-artifact'
- name: update - name: update
image: alpine image: alpine
environment: environment:
UPDATE_SERVER: https://games.vps.teletype.hu UPDATE_SERVER: https://games.teletype.hu
UPDATE_SECRET: UPDATE_SECRET:
from_secret: update_secret_key from_secret: update_secret_key
commands: commands:
- 'apk add --no-cache make curl' - 'apk add --no-cache make curl'
- 'make ci-update' - 'make ci-update'

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@@ -55,7 +55,7 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
--- ---
# Impostor Minigames Documentation # 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). This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
@@ -74,7 +74,7 @@ This document provides comprehensive documentation for all three minigames imple
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: 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** - Minigames render over the current game window - **Overlay rendering** - Minigame render over the current game window
- **Progress tracking** - Visual indicators show completion status - **Progress tracking** - Visual indicators show completion status
- **Return mechanism** - Automatic return to the calling window upon completion - **Return mechanism** - Automatic return to the calling window upon completion
- **Visual feedback** - Button presses and hits are visually indicated - **Visual feedback** - Button presses and hits are visually indicated

144
Makefile
View File

@@ -6,9 +6,13 @@ PROJECT = impostor
ORDER = $(PROJECT).inc ORDER = $(PROJECT).inc
OUTPUT = $(PROJECT).lua OUTPUT = $(PROJECT).lua
OUTPUT_ORIGINAL = $(PROJECT).original.lua
OUTPUT_ZIP = $(PROJECT).html.zip OUTPUT_ZIP = $(PROJECT).html.zip
OUTPUT_TIC = $(PROJECT).tic 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_DIR = inc
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER)) SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
@@ -26,20 +30,26 @@ DROPAREA_HOST ?= vps.teletype.hu
DROPAREA_PORT ?= 2223 DROPAREA_PORT ?= 2223
DROPAREA_TARGET_PATH ?= /home/drop DROPAREA_TARGET_PATH ?= /home/drop
DROPAREA_USER ?= drop DROPAREA_USER ?= drop
UPDATE_SERVER ?= https://games.vps.teletype.hu UPDATE_SERVER ?= https://games.teletype.hu
all: build all: build
build: $(OUTPUT) build:
$(OUTPUT): $(SRC) $(ORDER)
@rm -f $(OUTPUT) @rm -f $(OUTPUT)
@sed 's/\r$$//' $(ORDER) | while read f; do \ @sed 's/\r$$//' $(ORDER) | while read f; do \
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \ cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
echo "" >> $(OUTPUT); \ echo "" >> $(OUTPUT); \
done done
export: build 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) > $(OUTPUT)
export: minify
@if [ -z "$(VERSION)" ]; then \ @if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; \ echo "ERROR: VERSION not set!"; \
exit 1; \ exit 1; \
@@ -58,10 +68,10 @@ export: build
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true @ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch: watch:
make build $(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
import_assets: $(OUTPUT) import_assets: build
@TIC_CMD="load $(OUTPUT) &"; \ @TIC_CMD="load $(OUTPUT) &"; \
for t in $(ASSET_TYPES); do \ for t in $(ASSET_TYPES); do \
for f in $(ASSETS_DIR)/$$t/*.png; do \ for f in $(ASSETS_DIR)/$$t/*.png; do \
@@ -85,6 +95,7 @@ lint:
@touch $(LINT_TMP_LUA) @touch $(LINT_TMP_LUA)
@line=1; \ @line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \ while IFS= read -r f || [ -n "$$f" ]; do \
f=$$(printf '%s' "$$f" | tr -d '\r'); \
[ -z "$$f" ] && continue; \ [ -z "$$f" ] && continue; \
before=$$(wc -l < $(LINT_TMP_LUA)); \ before=$$(wc -l < $(LINT_TMP_LUA)); \
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \ cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
@@ -153,43 +164,13 @@ export_assets:
@$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA)) @$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA)) @$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA)) @$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,PATTERNS,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,TRACKS,$(OUTPUT),$(ASSETS_LUA))
clean: clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT) @rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(PROJECT)-*-docs.zip $(PROJECT)-docs.zip $(OUTPUT) $(OUTPUT_ORIGINAL)
@echo "==> Cleaned build artifacts" @echo "==> Cleaned build artifacts"
# CI/CD Targets
ci-version:
@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 \
VERSION=dev-$$VERSION-$$BRANCH; \
fi; \
echo "VERSION is: $$VERSION"; \
echo $$VERSION > $(VERSION_FILE)
ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Building and exporting version $$VERSION"; \
$(MAKE) export VERSION=$$VERSION
ci-upload:
@VERSION=$$(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) $$FILE_LUA $$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=$$VERSION"
install_precommit_hook: install_precommit_hook:
@echo "Installing Git pre-commit hook (lint check)..." @echo "Installing Git pre-commit hook (lint check)..."
@mkdir -p .git/hooks @mkdir -p .git/hooks
@@ -203,12 +184,77 @@ install_precommit_hook:
@chmod +x .git/hooks/pre-commit @chmod +x .git/hooks/pre-commit
@echo "Pre-commit hook installed successfully." @echo "Pre-commit hook installed successfully."
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs: build
@echo "==> Checking for ldoc..."
@if ! command -v ldoc &> /dev/null; then \
echo "ldoc not found, attempting to install with luarocks..."; \
if command -v luarocks &> /dev/null; then \
luarocks install ldoc; \
else \
echo "Error: luarocks not found. Please install luarocks and then ldoc manually."; \
exit 1; \
fi; \
fi
@echo "==> Running ldoc..."
@ldoc ${OUTPUT} -d docs
@echo "==> Documentation generated."
#-- <WAVES> # -----------------------------------------
#-- 000:224578acdeeeeddcba95434567653100 # CI/CD Pipeline targets
#-- </WAVES> # -----------------------------------------
#
#-- <SFX> ci-version:
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000 @VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
#-- </SFX> BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
VERSION=dev-$$VERSION-$$BRANCH; \
fi; \
echo "VERSION is: $$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
ci-artifact:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Uploading artifacts for version $$VERSION"; \
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \
$(PROJECT)-$$VERSION.lua \
$(PROJECT)-$$VERSION.tic \
$(PROJECT)-$$VERSION.html.zip \
$(PROJECT)-$$VERSION-docs.zip \
$$SCP_TARGET
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

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

BIN
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@@ -1,39 +1,89 @@
meta/meta.header.lua meta/meta.header.lua
init/init.modules.lua init/init.module.lua
init/init.config.lua init/init.config.lua
init/init.ascension.lua
init/init.context.lua
system/system.util.lua system/system.util.lua
init/init.windows.lua system/system.print.lua
desition/desition.manager.lua system/system.input.lua
desition/desition.go_to_home.lua system/system.textinput.lua
desition/desition.go_to_toilet.lua system/system.mouse.lua
desition/desition.go_to_walking_to_office.lua system/system.asciiart.lua
desition/desition.go_to_office.lua system/system.rle.lua
desition/desition.go_to_walking_to_home.lua logic/logic.meter.lua
desition/desition.play_button_mash.lua logic/logic.focus.lua
desition/desition.play_rhythm.lua logic/logic.day.lua
desition/desition.play_ddr.lua logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua
logic/logic.glitch.lua
logic/logic.codegenerator.lua
logic/logic.discussion.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.generator.lua
audio/audio.songs.lua
sprite/sprite.manager.lua
sprite/sprite.norman.lua
sprite/sprite.sumphore.lua
sprite/sprite.pizza_vendor.lua
sprite/sprite.dev_boy.lua
sprite/sprite.dev_buddy.lua
sprite/sprite.dev_extrovert.lua
sprite/sprite.dev_girl.lua
sprite/sprite.dev_guard.lua
sprite/sprite.dev_guru.lua
sprite/sprite.dev_hr_girl.lua
sprite/sprite.dev_introvert.lua
sprite/sprite.dev_operator.lua
sprite/sprite.dev_project_manager.lua
sprite/sprite.matrix_architect.lua
sprite/sprite.matrix_neo.lua
sprite/sprite.matrix_oraculum.lua
sprite/sprite.matrix_trinity.lua
decision/decision.manager.lua
decision/decision.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_end.lua
decision/decision.go_to_walking_to_home.lua
decision/decision.go_to_sleep.lua
decision/decision.do_work.lua
decision/decision.have_a_coffee.lua
decision/decision.sumphore_discussion.lua
discussion/discussion.sumphore.lua
discussion/discussion.coworker.lua
map/map.manager.lua
map/map.bedroom.lua
map/map.street.lua
map/map.office.lua
screen/screen.manager.lua screen/screen.manager.lua
screen/screen.home.lua screen/screen.home.lua
screen/screen.toilet.lua screen/screen.toilet.lua
screen/screen.walking_to_office.lua screen/screen.walking_to_office.lua
screen/screen.office.lua screen/screen.office.lua
screen/screen.walking_to_home.lua screen/screen.walking_to_home.lua
init/init.context.lua screen/screen.work.lua
data/data.songs.lua screen/screen.mysterious_man.lua
system/system.print.lua window/window.manager.lua
system/system.input.lua window/window.register.lua
system/system.audio.lua window/window.gameover.lua
system/system.ui.lua window/window.end.lua
map/map.bedroom.lua window/window.intro.title.lua
window/window.splash.lua window/window.intro.ttg.lua
window/window.intro.lua window/window.intro.brief.lua
window/window.menu.lua window/window.menu.lua
window/window.configuration.lua window/window.controls.lua
window/window.audiotest.lua window/window.audiotest.lua
window/window.popup.lua window/window.popup.lua
window/window.minigame.mash.lua window/window.minigame.mash.lua
window/window.minigame.rhythm.lua window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua window/window.minigame.ddr.lua
window/window.discussion.lua
window/window.continued.lua
window/window.credits.lua
window/window.player_name.lua
window/window.game.lua window/window.game.lua
system/system.main.lua system/system.main.lua
meta/meta.assets.lua meta/meta.assets.lua

View File

@@ -0,0 +1,744 @@
local musicator_markov_model = {
model = {
["...|..."] = {
next = {
["..."] = 0.71111111111111,
["A-4"] = 0.0074074074074074,
["B-4"] = 0.0037037037037037,
["C-3"] = 0.011111111111111,
["C-4"] = 0.037037037037037,
["C-5"] = 0.11111111111111,
["C-6"] = 0.0037037037037037,
["D-4"] = 0.011111111111111,
["D-5"] = 0.018518518518519,
["E-4"] = 0.0074074074074074,
["E-5"] = 0.025925925925926,
["F-5"] = 0.0074074074074074,
["G-3"] = 0.0037037037037037,
["G-4"] = 0.022222222222222,
["G-5"] = 0.018518518518519
},
total = 270
},
["...|A-4"] = {
next = {
["..."] = 0.9,
["C-5"] = 0.1
},
total = 10
},
["...|A-5"] = {
next = {
["..."] = 1
},
total = 8
},
["...|B-4"] = {
next = {
["..."] = 1
},
total = 1
},
["...|B-5"] = {
next = {
["..."] = 1
},
total = 5
},
["...|C-3"] = {
next = {
["..."] = 0.66666666666667,
["C-5"] = 0.33333333333333
},
total = 3
},
["...|C-4"] = {
next = {
["..."] = 0.875,
["D-4"] = 0.083333333333333,
["E-4"] = 0.041666666666667
},
total = 24
},
["...|C-5"] = {
next = {
["..."] = 0.73333333333333,
["B-4"] = 0.033333333333333,
["C-5"] = 0.066666666666667,
["D-5"] = 0.13333333333333,
["E-5"] = 0.033333333333333
},
total = 60
},
["...|C-6"] = {
next = {
["..."] = 1
},
total = 1
},
["...|D-4"] = {
next = {
["..."] = 0.92857142857143,
["D-4"] = 0.071428571428571
},
total = 14
},
["...|D-5"] = {
next = {
["..."] = 0.80645161290323,
["C-5"] = 0.032258064516129,
["D-5"] = 0.032258064516129,
["E-5"] = 0.12903225806452
},
total = 31
},
["...|D-6"] = {
next = {
["..."] = 1
},
total = 3
},
["...|E-4"] = {
next = {
["..."] = 1
},
total = 19
},
["...|E-5"] = {
next = {
["..."] = 0.77777777777778,
["C-5"] = 0.022222222222222,
["D-5"] = 0.13333333333333,
["F-5"] = 0.066666666666667
},
total = 45
},
["...|F-3"] = {
next = {
["..."] = 1
},
total = 3
},
["...|F-4"] = {
next = {
["..."] = 0.8,
["D-4"] = 0.1,
["F-4"] = 0.1
},
total = 10
},
["...|F-5"] = {
next = {
["..."] = 0.66666666666667,
["D-5"] = 0.066666666666667,
["E-5"] = 0.066666666666667,
["G-5"] = 0.2
},
total = 15
},
["...|G-3"] = {
next = {
["..."] = 0.8,
["G-5"] = 0.2
},
total = 5
},
["...|G-4"] = {
next = {
["..."] = 0.95652173913043,
["E-4"] = 0.043478260869565
},
total = 23
},
["...|G-5"] = {
next = {
["..."] = 0.875,
["A-5"] = 0.0625,
["E-5"] = 0.0625
},
total = 16
},
["...|G-6"] = {
next = {
["..."] = 1
},
total = 1
},
["A-4|..."] = {
next = {
["..."] = 0.55555555555556,
["C-5"] = 0.33333333333333,
["D-5"] = 0.11111111111111
},
total = 9
},
["A-4|B-4"] = {
next = {
["C-5"] = 1
},
total = 2
},
["A-4|C-5"] = {
next = {
["..."] = 1
},
total = 1
},
["A-4|G-4"] = {
next = {
["F-4"] = 1
},
total = 2
},
["A-5|..."] = {
next = {
["..."] = 0.2,
["B-5"] = 0.1,
["E-4"] = 0.1,
["E-5"] = 0.4,
["F-5"] = 0.1,
["G-5"] = 0.1
},
total = 10
},
["A-5|G-5"] = {
next = {
["..."] = 0.33333333333333,
["A-5"] = 0.66666666666667
},
total = 3
},
["B-4|..."] = {
next = {
["A-4"] = 1
},
total = 1
},
["B-4|A-4"] = {
next = {
["G-4"] = 1
},
total = 2
},
["B-4|C-5"] = {
next = {
["..."] = 1
},
total = 2
},
["B-5|..."] = {
next = {
["..."] = 0.2,
["A-5"] = 0.2,
["D-6"] = 0.4,
["G-5"] = 0.2
},
total = 5
},
["C-3|..."] = {
next = {
["C-4"] = 1
},
total = 2
},
["C-3|C-5"] = {
next = {
["..."] = 0.33333333333333,
["C-3"] = 0.66666666666667
},
total = 3
},
["C-4|..."] = {
next = {
["..."] = 0.5,
["D-4"] = 0.125,
["E-4"] = 0.041666666666667,
["F-3"] = 0.041666666666667,
["G-3"] = 0.16666666666667,
["G-4"] = 0.083333333333333,
["G-5"] = 0.041666666666667
},
total = 24
},
["C-4|D-4"] = {
next = {
["E-4"] = 1
},
total = 2
},
["C-4|E-4"] = {
next = {
["..."] = 1
},
total = 1
},
["C-5|..."] = {
next = {
["..."] = 0.40677966101695,
["A-4"] = 0.067796610169492,
["C-5"] = 0.050847457627119,
["D-5"] = 0.20338983050847,
["E-5"] = 0.15254237288136,
["F-5"] = 0.016949152542373,
["G-4"] = 0.10169491525424
},
total = 59
},
["C-5|B-4"] = {
next = {
["A-4"] = 1
},
total = 2
},
["C-5|C-3"] = {
next = {
["C-5"] = 1
},
total = 2
},
["C-5|C-5"] = {
next = {
["..."] = 0.8,
["C-5"] = 0.2
},
total = 5
},
["C-5|D-5"] = {
next = {
["..."] = 0.3,
["C-5"] = 0.2,
["D-5"] = 0.1,
["E-5"] = 0.4
},
total = 10
},
["C-5|E-5"] = {
next = {
["..."] = 0.33333333333333,
["D-5"] = 0.33333333333333,
["G-5"] = 0.33333333333333
},
total = 3
},
["C-6|..."] = {
next = {
["A-5"] = 1
},
total = 1
},
["D-4|..."] = {
next = {
["..."] = 0.26666666666667,
["A-5"] = 0.066666666666667,
["C-4"] = 0.2,
["E-4"] = 0.4,
["F-3"] = 0.066666666666667
},
total = 15
},
["D-4|C-4"] = {
next = {
["..."] = 1
},
total = 2
},
["D-4|D-4"] = {
next = {
["..."] = 1
},
total = 1
},
["D-4|E-4"] = {
next = {
["F-4"] = 1
},
total = 2
},
["D-5|..."] = {
next = {
["..."] = 0.2258064516129,
["A-4"] = 0.032258064516129,
["A-5"] = 0.032258064516129,
["C-5"] = 0.2258064516129,
["E-5"] = 0.29032258064516,
["F-5"] = 0.096774193548387,
["G-5"] = 0.096774193548387
},
total = 31
},
["D-5|C-5"] = {
next = {
["..."] = 0.77777777777778,
["D-5"] = 0.22222222222222
},
total = 9
},
["D-5|D-5"] = {
next = {
["..."] = 0.5,
["E-5"] = 0.5
},
total = 2
},
["D-5|E-5"] = {
next = {
["..."] = 0.33333333333333,
["E-5"] = 0.11111111111111,
["F-5"] = 0.55555555555556
},
total = 9
},
["D-5|F-5"] = {
next = {
["E-5"] = 1
},
total = 1
},
["D-6|..."] = {
next = {
["B-5"] = 0.66666666666667,
["G-6"] = 0.33333333333333
},
total = 3
},
["E-4|..."] = {
next = {
["..."] = 0.19047619047619,
["B-5"] = 0.047619047619048,
["C-4"] = 0.14285714285714,
["D-4"] = 0.23809523809524,
["F-4"] = 0.19047619047619,
["G-4"] = 0.19047619047619
},
total = 21
},
["E-4|D-4"] = {
next = {
["C-4"] = 1
},
total = 2
},
["E-4|F-4"] = {
next = {
["G-4"] = 1
},
total = 2
},
["E-5|..."] = {
next = {
["..."] = 0.18604651162791,
["A-5"] = 0.046511627906977,
["C-5"] = 0.27906976744186,
["D-5"] = 0.2093023255814,
["E-5"] = 0.069767441860465,
["F-5"] = 0.093023255813953,
["G-4"] = 0.023255813953488,
["G-5"] = 0.093023255813953
},
total = 43
},
["E-5|C-5"] = {
next = {
["E-5"] = 1
},
total = 1
},
["E-5|D-5"] = {
next = {
["..."] = 0.125,
["C-5"] = 0.75,
["F-5"] = 0.125
},
total = 8
},
["E-5|E-5"] = {
next = {
["F-5"] = 1
},
total = 1
},
["E-5|F-5"] = {
next = {
["..."] = 0.5,
["E-5"] = 0.4,
["G-5"] = 0.1
},
total = 10
},
["E-5|G-5"] = {
next = {
["..."] = 0.5,
["F-5"] = 0.5
},
total = 2
},
["F-3|..."] = {
next = {
["C-4"] = 1
},
total = 3
},
["F-4|..."] = {
next = {
["D-4"] = 0.11111111111111,
["E-4"] = 0.44444444444444,
["G-4"] = 0.44444444444444
},
total = 9
},
["F-4|D-4"] = {
next = {
["..."] = 1
},
total = 1
},
["F-4|E-4"] = {
next = {
["D-4"] = 1
},
total = 2
},
["F-4|F-4"] = {
next = {
["..."] = 1
},
total = 1
},
["F-4|G-4"] = {
next = {
["A-4"] = 1
},
total = 2
},
["F-5|..."] = {
next = {
["..."] = 0.2,
["A-5"] = 0.066666666666667,
["D-5"] = 0.2,
["E-5"] = 0.46666666666667,
["G-5"] = 0.066666666666667
},
total = 15
},
["F-5|A-5"] = {
next = {
["G-5"] = 1
},
total = 1
},
["F-5|D-5"] = {
next = {
["..."] = 1
},
total = 1
},
["F-5|E-5"] = {
next = {
["..."] = 0.5,
["D-5"] = 0.16666666666667,
["F-5"] = 0.16666666666667,
["G-5"] = 0.16666666666667
},
total = 6
},
["F-5|G-5"] = {
next = {
["..."] = 0.75,
["A-5"] = 0.25
},
total = 4
},
["G-3|..."] = {
next = {
["C-4"] = 0.5,
["D-4"] = 0.25,
["F-3"] = 0.25
},
total = 4
},
["G-3|G-5"] = {
next = {
["..."] = 0.5,
["G-3"] = 0.5
},
total = 2
},
["G-4|..."] = {
next = {
["..."] = 0.090909090909091,
["A-4"] = 0.090909090909091,
["C-4"] = 0.045454545454545,
["C-5"] = 0.18181818181818,
["D-5"] = 0.045454545454545,
["E-4"] = 0.22727272727273,
["E-5"] = 0.045454545454545,
["F-4"] = 0.27272727272727
},
total = 22
},
["G-4|A-4"] = {
next = {
["B-4"] = 1
},
total = 2
},
["G-4|E-4"] = {
next = {
["..."] = 1
},
total = 1
},
["G-4|F-4"] = {
next = {
["E-4"] = 1
},
total = 2
},
["G-5|..."] = {
next = {
["..."] = 0.35,
["A-5"] = 0.05,
["B-5"] = 0.05,
["C-5"] = 0.05,
["D-4"] = 0.05,
["E-5"] = 0.25,
["F-5"] = 0.2
},
total = 20
},
["G-5|A-5"] = {
next = {
["..."] = 0.5,
["G-5"] = 0.5
},
total = 4
},
["G-5|E-5"] = {
next = {
["..."] = 1
},
total = 1
},
["G-5|F-5"] = {
next = {
["A-5"] = 1
},
total = 1
},
["G-5|G-3"] = {
next = {
["G-5"] = 1
},
total = 1
},
["G-6|..."] = {
next = {
["D-6"] = 1
},
total = 1
}
},
order = 2
}
local function musicator_unmake_key(k)
local result = {}
for t in string.gmatch(k, "[^|]+") do
result[#result + 1] = t
end
return result
end
local function musicator_count_notes(sequence)
local result = 0
for _,v in ipairs(sequence) do
if v ~= "..." then
result = result + 1
end
end
return result
end
local function musicator_generate_sequence(model_data, length)
local order = model_data.order
local model = model_data.model
-- random start key
local model_keys = {}
for k,_ in pairs(model) do
model_keys[#model_keys + 1] = k
end
local start_key = model_keys[math.ceil(math.random() * #model_keys)]
-- sequence starts with the start key
local seq = musicator_unmake_key(start_key)
-- generation loop
while musicator_count_notes(seq) < length do
local current_key = table.concat({table.unpack(seq, #seq - order + 1, #seq)}, "|") -- luacheck: ignore
local chosen = "..."
local key_data = model[current_key]
if key_data then
local r = math.random()
local prob_sum = 0.0
for new_note, new_prob in pairs(key_data.next) do
prob_sum = prob_sum + new_prob
if prob_sum < r then
chosen = new_note
end
end
end
-- print(current_key .. " --> " .. chosen)
seq[#seq+1] = chosen
end
return seq
end
local function musicator_row_to_frame(row, bpm, spd)
local frames_per_row = (150 * spd) / bpm
return math.floor(row * frames_per_row)
end
local function musicator_note_to_direction(note)
local subnote = note:sub(1,1)
local mapping = {
C="left",
D="up",
E="up",
F="right",
G="right",
A="down"
}
return mapping[subnote] or "up"
end
-- converts generated sequence to pattern that the ddr minigame can consume
local function musicator_sequence_to_pattern(sequence, bpm, spd)
local result = {}
for i, note in ipairs(sequence) do
if note ~= "..." then
local at_ms = musicator_row_to_frame(i, bpm, spd)
local direction = musicator_note_to_direction(note)
result[#result + 1] = { frame=at_ms, dir=direction, note=note }
end
end
return result
end
local function musicator_generate_pattern(length, bpm, spd)
return musicator_sequence_to_pattern(musicator_generate_sequence(musicator_markov_model, length), bpm, spd)
end

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@@ -0,0 +1,93 @@
--- @section Audio
Audio = {
music_playing = nil
}
--- Stops current music.
--- @within Audio
function Audio.music_stop()
music()
Audio.music_playing = nil
end
--- Plays track, doesn't restart if already playing.
function Audio.music_play(track)
if Audio.music_playing ~= track then
music(track)
Audio.music_playing = track
end
end
--- Plays main menu music.
--- @within Audio
function Audio.music_play_mainmenu() end
--- Plays mystery man music.
--- @within Audio
function Audio.music_play_mystery() Audio.music_play(2) end
--- Plays waking up music.
--- @within Audio
function Audio.music_play_wakingup() end
--- Plays room morning music.
--- @within Audio
function Audio.music_play_room_morning() end
--- Plays room street 1 music.
--- @within Audio
function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
--- @within Audio
function Audio.music_play_room_street_2() end
--- Plays room music.
--- @within Audio
function Audio.music_play_room_() end
--- Plays room work music.
--- @within Audio
function Audio.music_play_room_work() Audio.music_play(0) end
--- Plays activity work music.
--- @within Audio
function Audio.music_play_activity_work() Audio.music_play(1) end
--- Plays select sound effect.
--- @within Audio
function Audio.sfx_select() sfx(17, 'C-7', 30) end
--- Plays deselect sound effect.
--- @within Audio
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
--- Plays beep sound effect.
--- @within Audio
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
--- Plays success sound effect.
--- @within Audio
function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
--- @within Audio
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
--- Plays alarm sound effect
--- @within Audio
function Audio.sfx_alarm() sfx(34, "C-5", 240) end
--- Plays drum sound effect.
--- @within Audio
function Audio.sfx_drum_low() sfx(61, "C-2") end
--- Plays drum sound effect.
--- @within Audio
function Audio.sfx_drum_high() sfx(61, "C-6") end
--- Plays sound effect for arrow hit
--- @within Audio
--- @param note string The note for the sound to play
function Audio.sfx_arrowhit(note) sfx(56, note) end

View File

@@ -1,6 +1,7 @@
--- @section Songs
-- DDR Arrow Spawn Patterns -- DDR Arrow Spawn Patterns
-- Each song defines when arrows should spawn, synced to music beats -- Each song defines when arrows should spawn, synced to music beats
Songs = { Songs = {
-- Example song pattern -- Example song pattern
test_song = { test_song = {
@@ -104,11 +105,24 @@ Songs = {
fps = 60, fps = 60,
end_frame = nil, -- No end frame for random mode end_frame = nil, -- No end frame for random mode
pattern = {} -- Empty, will spawn randomly in game pattern = {} -- Empty, will spawn randomly in game
},
generated = {
name = "Markov Mode",
bpm = 150,
spd = 6,
fps = 60,
end_frame = nil, -- calculated
pattern = {}, -- generated
generated = true
} }
} }
-- Helper function to calculate frame from beat --- Converts beats to frames.
-- Usage: frame_from_beat(beat_number, bpm, fps) --- @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) function frame_from_beat(beat, bpm, fps)
fps = fps or 60 fps = fps or 60
local seconds_per_beat = 60 / bpm local seconds_per_beat = 60 / bpm
@@ -116,8 +130,17 @@ function frame_from_beat(beat, bpm, fps)
return math.floor(beat * frames_per_beat) return math.floor(beat * frames_per_beat)
end end
-- Helper function to convert simple beat notation to frame pattern --- Converts beat notation to frame pattern.
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120) --- @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) function beats_to_pattern(beats, bpm, fps)
fps = fps or 60 fps = fps or 60
local pattern = {} local pattern = {}

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@@ -0,0 +1,34 @@
Decision.register({
id = "do_work",
label = "Do Work",
handle = function()
Meter.hide()
Util.go_to_screen_by_id("work")
local modes_for_ascension_levels = {}
modes_for_ascension_levels[0] = "normal"
modes_for_ascension_levels[1] = "only_special"
modes_for_ascension_levels[2] = "only_left"
modes_for_ascension_levels[3] = "only_nothing"
MinigameDDRWindow.start("game", "generated", {
on_win = function(game_context)
if (game_context.special_mode_condition and Context.ascension.level == 1) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 2) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 3) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 4) then
Context.should_ascend = true
end
Meter.show()
Util.go_to_screen_by_id("office")
Window.set_current("game")
Context.have_done_work_today = true
end,
special_mode = modes_for_ascension_levels[Ascension.get_level()]
})
end,
})

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@@ -0,0 +1,10 @@
Decision.register({
id = "go_to_end",
label = "Break the cycle",
condition = function()
return Ascension.is_complete()
end,
handle = function()
Window.set_current("end")
end,
})

View File

@@ -0,0 +1,10 @@
Decision.register({
id = "go_to_home",
label = "Go Home",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
Util.go_to_screen_by_id("home")
end,
})

View File

@@ -1,8 +1,7 @@
DesitionManager.register({ Decision.register({
id = "go_to_office", id = "go_to_office",
label = "Go to Office", label = "Go to Office",
handle = function() handle = function()
Util.go_to_screen_by_id("office") Util.go_to_screen_by_id("office")
end, end,
condition = function() return true end
}) })

View File

@@ -0,0 +1,24 @@
Decision.register({
id = "go_to_sleep",
label = "Go to Sleep",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
Meter.hide()
Day.increase()
MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
local ascended = Ascension.consume_increase()
local level = Ascension.get_level()
MysteriousManScreen.start({
skip_text = not ascended,
text = ascended and MysteriousManScreen.get_text_for_level(level) or nil,
})
end,
})
end,
})

View File

@@ -0,0 +1,23 @@
local function apply_home_toilet_meter_delta()
local max = Meter.get_max()
Meter.add("bm", -math.floor(max * 0.15))
Meter.add("ism", -math.floor(max * 0.10))
Meter.add("wpm", math.floor(max * 0.05))
end
Decision.register({
id = "go_to_toilet",
label = "Go to Toilet",
handle = function()
if not Context.have_done_work_today and not Context.toilet_meters_today_morning then
apply_home_toilet_meter_delta()
Context.toilet_meters_today_morning = true
elseif Context.have_been_to_office
and Context.have_done_work_today
and not Context.toilet_meters_today_evening then
apply_home_toilet_meter_delta()
Context.toilet_meters_today_evening = true
end
Util.go_to_screen_by_id("toilet")
end,
})

View File

@@ -1,8 +1,7 @@
DesitionManager.register({ Decision.register({
id = "go_to_walking_to_home", id = "go_to_walking_to_home",
label = "Go to Walking to home", label = "Walk home",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_home") Util.go_to_screen_by_id("walking_to_home")
end, end,
condition = function() return true end
}) })

View File

@@ -1,8 +1,7 @@
DesitionManager.register({ Decision.register({
id = "go_to_walking_to_office", id = "go_to_walking_to_office",
label = "Go to Walking to office", label = "Walk to office",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_office") Util.go_to_screen_by_id("walking_to_office")
end, end,
condition = function() return true end
}) })

View File

@@ -0,0 +1,14 @@
Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
handle = function()
local level = Ascension.get_level()
local disc_id = "coworker_disc_0"
-- TODO: Add more discussions for levels above 3
if level >= 1 and level <= 3 then
local suffix = Context.have_done_work_today and ("_asc_" .. level) or ("_" .. level)
disc_id = "coworker_disc" .. suffix
end
Discussion.start(disc_id, "game")
end,
})

View File

@@ -0,0 +1,168 @@
--- @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|function Display text for the decision, or a function returning it.
--- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true.
--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
function Decision.register(decision)
if not decision or not decision.id then
trace("Error: Invalid decision object registered (missing id)!")
return
end
if not decision.label then
trace("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 the display label for a decision.
--- @within Decision
--- @param decision table The decision data table.
--- @return string result The resolved decision label.
function Decision.get_label(decision)
if not decision then return "" end
if type(decision.label) == "function" then
return decision.label() or ""
end
return decision.label or ""
end
--- Gets a decision by ID.
--- @within Decision
--- @param id string The ID of the decision.
--- @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 (not decision.condition or decision.condition()) then
table.insert(available, decision)
end
end
return available
end
--- Draws decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
function Decision.draw(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = Decision.get_label(selected_decision)
local text_y = bar_y + 4
local left_arrow_color = Input.left() and Config.colors.white or Config.colors.orange
local right_arrow_color = Input.right() and Config.colors.white or Config.colors.orange
local left_arrow_contour_color = Input.left() and Config.colors.white or Config.colors.black
local right_arrow_contour_color = Input.right() and Config.colors.white or Config.colors.black
Print.text_center_contour("<", 6, text_y, left_arrow_color, false, 1, left_arrow_contour_color)
Print.text_center_contour(decision_label, Config.screen.width / 2, text_y, Config.colors.orange)
Print.text_center_contour(">", Config.screen.width - 6, text_y, right_arrow_color, false, 1, right_arrow_contour_color)
end
end
--- Updates decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision.
--- @return boolean mouse_confirmed True if the user clicked the center to confirm.
function Decision.update(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
local bar_h = 16
local bar_y = Config.screen.height - bar_h
local prev_zone = { x = 0, y = bar_y, w = 15, h = bar_h }
local next_zone = { x = Config.screen.width-15, y = bar_y, w = 15, h = bar_h }
local confirm_zone = { x = 15, y = bar_y, w = Config.screen.width-30, h = bar_h }
if Mouse.zone(prev_zone) then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Mouse.zone(next_zone) then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
elseif Mouse.zone(confirm_zone) then
return selected_decision_index, true
end
return selected_decision_index, false
end

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@@ -0,0 +1,15 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function()
Meter.hide()
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
Audio.music_play_room_work()
end
})
end,
})

View File

@@ -0,0 +1,8 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function()
Meter.hide()
MinigameDDRWindow.start("game", nil)
end,
})

View File

@@ -0,0 +1,12 @@
Decision.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function()
Meter.hide()
MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
})
end,
})

View File

@@ -0,0 +1,23 @@
Decision.register({
id = "sumphore_discussion",
label = function()
if Context.have_met_sumphore then
return "Talk to Sumphore"
end
return "Talk to the homeless guy"
end,
handle = function()
if not Context.have_met_sumphore then
Discussion.start("homeless_guy", "game")
return
end
local level = Ascension.get_level()
-- TODO: Add more discussions for levels above 3
if level >= 1 and level <= 3 then
Discussion.start("sumphore_disc_asc_" .. level, "game")
else
Discussion.start("homeless_guy", "game", 4)
end
end,
})

View File

@@ -1,8 +0,0 @@
DesitionManager.register({
id = "go_to_home",
label = "Go to Home",
handle = function()
Util.go_to_screen_by_id("home")
end,
condition = function() return true end
})

View File

@@ -1,8 +0,0 @@
DesitionManager.register({
id = "go_to_toilet",
label = "Go to Toilet",
handle = function()
Util.go_to_screen_by_id("toilet")
end,
condition = function() return true end
})

View File

@@ -1,41 +0,0 @@
DesitionManager = {}
local _desitions = {} -- Private table to store all desitions
-- Registers a decision object with the manager
-- desition_object: A table containing id, label, handle(), and condition()
function DesitionManager.register(desition_object)
if not desition_object or not desition_object.id then
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
return
end
if not desition_object.label then
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
return
end
-- Ensure handle() and condition() methods exist with defaults if missing
if not desition_object.condition then
desition_object.condition = function() return true end
end
if not desition_object.handle then
desition_object.handle = function() end
end
if _desitions[desition_object.id] then
-- Optional: warning if overwriting an existing desition
trace("Warning: Overwriting desition with id: " .. desition_object.id)
end
_desitions[desition_object.id] = desition_object
end
-- Retrieves a desition by its id
-- id: unique string identifier of the desition
-- Returns the desition object, or nil if not found
function DesitionManager.get(id)
return _desitions[id]
end
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
function DesitionManager.get_all()
return _desitions
end

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
})

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -0,0 +1,144 @@
Discussion.register({
id = "coworker_disc_0",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Good morning Normal, enjoying your coffee as usual, huh?",
answers = {
{ label = "The name is Norman, not Normal", next_step = 2 },
},
},
{
question = "Can't work without some good coffee, no? ",
answers = {
{ label = "Mhmm", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_1",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Norman, you look confused, what's up?",
answers = {
{ label = "Just some bugs I noticed", next_step = 2 },
},
},
{
question = "Your coffee also seems whiter than usual!",
answers = {
{ label = "I feel like latte today", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_asc_1",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Normann you look weird and unfocused. You are usually locked in and not like this, what's up?",
answers = {
{ label = "Some bugs I noticed, maybe...", next_step = 2 },
},
},
{
question = "Are you fixing bugs nobody noticed before?",
answers = {
{ label = "Maybe", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_2",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Hey Norman, do you have new socks on? That's a weird color!",
answers = {
{ label = "Huh? True ...", next_step = 2 },
},
},
{
question = "You look strange today, Normal, you put your tie on backwards, is everything ok? ",
answers = {
{ label = "Get it right, Norman ... NORMAN!", next_step = 3 },
},
},
{
question = "Yo Normann, text goes from left to right, not right to left, these parts!",
answers = {
{ label = "Uhm...why?", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_asc_2",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Normann, are you ok? You were doing weird things while typing?",
answers = {
{ label = "Naw", next_step = 2 },
},
},
{
question = "Oh, it's ok, I'm not wathcing you. Noone really is. *giggle*",
answers = {
{ label = "Huh ?", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_3",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "You look so happy, did you catch a bull or something?",
answers = {
{ label = "What do you mean?", next_step = 2 },
},
},
{
question = "Most people catch colds! You are so strange!",
answers = {
{ label = "An apple a day keeps the cold away", next_step = 3 },
},
},
{
question = "You look like you don't really want to work today, are you ok?",
answers = {
{ label = "Oh brother", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_3",
on_end = Meter.apply_coworker_discussion_reward,
steps = {
{
question = "Normal, you should take a break, you don't live up to your name today",
answers = {
{ label = "Norman is the name ...", next_step = 2 },
},
},
{
question = "You aren't as enthusiastic as you were before!",
answers = {
{ label = "Burnout comes for everyone", next_step = nil },
},
},
},
})

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@@ -0,0 +1,133 @@
Discussion.register({
id = "sumphore_disc_asc_1",
on_end = Meter.apply_sumphore_discussion_reward,
steps = {
{
question = "Are you still seeking the ox?",
answers = {
{ label = "Huh? What ox?", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "Did you never think there would be more to this?",
answers = {
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_2",
on_end = Meter.apply_sumphore_discussion_reward,
steps = {
{
question = "How's work? Your face looks strange",
answers = {
{ label = "I just really need to take a break.", next_step = 2 },
{ label = "Not sure what you mean.", next_step = nil },
},
},
{
question = "Are you seeing things?",
answers = {
{ label = "How did you know ?", next_step = 3 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "Come have a drink, I could tell you some stories.",
answers = {
{ label = "No, drink makes you stupid and I need to be in top shape.", next_step = 4, on_select = function()
Meter.add("ism", 10)
end },
{ label = "I could use a drink.", next_step = nil, on_select = function()
Meter.add("bm", 10)
end },
},
},
{
question = "Always trying to do the right thing, huh? What if you did the left thing instead?",
answers = {
{ label = "I've never thought of that up till now.", next_step = nil, on_select = function()
Meter.add("ism", 5)
end },
{ label = "Silly wordgames, I like them.", next_step = nil, on_select = function()
Meter.add("wpm", 10)
end },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_3",
on_end = Meter.apply_sumphore_discussion_reward,
steps = {
{
question = "Do you think it's work you're doing?",
answers = {
{ label = "... that sounds like it's from a movie.", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "You might just be trying too hard, why dont you just flow for a while?",
answers = {
{ label = "Flow where ?", next_step = 3 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "Flow carelessly, without any effort",
answers = {
{ label = "Consuming sth other than alcohol ?", next_step = nil },
{ label = "Deja vu", next_step = nil },
},
},
},
})
Discussion.register({
id = "homeless_guy",
on_end = Meter.apply_sumphore_discussion_reward,
steps = {
{
question = "Sup bro, how are you?",
answers = {
{ label = "I'm doing great, thanks!", next_step = 2 },
{ label = "Not as good as you", next_step = nil },
},
},
{
question = "What's your name?",
answers = {
{ label = "Norman Reds, nice to meet you.", next_step = 3 },
{ label = "Mom told me not to talk to strangers.", next_step = nil },
},
},
{
question = "That name ... could it be? I know a guy with that name...",
answers = {
{ label = "Never met you before.", next_step = 4 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "My name is Sumphore, nice to meet you.",
answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
Context.have_met_sumphore = true
end },
},
},
{
question = "You're a good guy, I can tell. You abide by the rules. Life would be so much easier if more people were like you ...",
answers = {
{ label = "Thanks, I try my best.", next_step = nil },
},
},
},
})

169
inc/init/init.ascension.lua Normal file
View File

@@ -0,0 +1,169 @@
--- @section Ascension
local ASCENSION_MAX_LEVEL = 9
local ASCENSION_WORD = "ASCENSION"
local _increased_this_cycle = false
local _flash_active = false
local _flash_timer = 0
local _flash_total = 0
local FLASH_DURATION = 120
local _fade_active = false
local _fade_timer = 0
local FADE_DURATION = 120
local FADE_COLORS = nil
--- Gets initial ascension state.
--- @within Ascension
--- @return result table Initial ascension state. </br>
--- Fields: </br>
--- * level (number) Current ascension level (0-9).
function Ascension.get_initial()
_increased_this_cycle = false
return {
level = 0,
}
end
--- Gets the current ascension level.
--- @within Ascension
--- @return number The current ascension level (0-9).
function Ascension.get_level()
if not Context or not Context.ascension then return 0 end
return Context.ascension.level
end
--- Gets the maximum ascension level.
--- @within Ascension
--- @return number The maximum ascension level.
function Ascension.get_max_level()
return ASCENSION_MAX_LEVEL
end
--- Increases the ascension level by 1, clamped to the max.
--- @within Ascension
function Ascension.increase()
if not Context or not Context.ascension then return end
Context.ascension.level = math.min(ASCENSION_MAX_LEVEL, Context.ascension.level + 1)
_increased_this_cycle = true
end
--- Returns true if ascension was incremented since the last consume call.
--- @within Ascension
--- @return boolean Whether ascension increased this cycle.
function Ascension.did_increase()
return _increased_this_cycle
end
--- Consumes the increase flag, returning its value and resetting it.
--- @within Ascension
--- @return boolean Whether ascension had increased this cycle.
function Ascension.consume_increase()
local result = _increased_this_cycle
_increased_this_cycle = false
return result
end
--- Returns true when the ascension meter is fully complete (level 10).
--- @within Ascension
--- @return boolean Whether the cycle can be broken.
function Ascension.is_complete()
return Ascension.get_level() >= ASCENSION_MAX_LEVEL
end
--- Draws the ascension meter as individual letters of "ASCENSION".
--- Each letter lights up per level. Drawn beneath existing meter bars.
--- @within Ascension
--- @param x number Left x position.
--- @param y number Top y position.
--- @param options table Optional overrides: lit_color, dim_color, spacing.
function Ascension.draw(x, y, options)
if not Context or not Context.ascension then return end
options = options or {}
local level = Context.ascension.level
if level < 1 then return end
local lit_color = options.lit_color or Config.colors.white
local spacing = options.spacing or 5
for i = 1, level do
local ch = ASCENSION_WORD:sub(i, i)
local color
if i == level and _fade_active then
color = Ascension.get_fade_color()
else
color = lit_color
end
Print.text_contour(ch, x + (i - 1) * spacing, y, color, false, 1)
end
end
--- Returns the current fade-in color based on progress through the palette.
--- @within Ascension
--- @return number The palette color index for the current fade step.
function Ascension.get_fade_color()
if not FADE_COLORS then
FADE_COLORS = {
Config.colors.black,
Config.colors.dark_grey,
Config.colors.light_grey,
Config.colors.white,
}
end
if not _fade_active then return Config.colors.white end
local progress = math.min(_fade_timer / FADE_DURATION, 1)
local idx = math.floor(progress * (#FADE_COLORS - 1)) + 1
return FADE_COLORS[idx]
end
--- Starts the fade-in effect for the most recently gained letter.
--- @within Ascension
function Ascension.start_fade()
_fade_active = true
_fade_timer = 0
end
--- Starts the ascension flash effect.
--- @within Ascension
function Ascension.start_flash()
_flash_active = true
_flash_timer = 0
_flash_total = FLASH_DURATION
end
--- Updates and draws the ascension flash overlay.
--- Call once per frame from the main loop.
--- @within Ascension
function Ascension.draw_flash()
if not _flash_active then return end
_flash_timer = _flash_timer + 1
local sw = Config.screen.width
local sh = Config.screen.height
local progress = _flash_timer / FLASH_DURATION
local pulse = math.abs(math.sin(progress * math.pi * 6))
local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
rect(0, 0, sw, sh, flash_color)
if _flash_timer >= _flash_total then
_flash_active = false
Ascension.start_fade()
end
end
--- Updates the fade-in timer. Call once per frame from the main loop.
--- @within Ascension
function Ascension.update_fade()
if not _fade_active then return end
_fade_timer = _fade_timer + 1
if _fade_timer >= FADE_DURATION then
_fade_active = false
end
end
--- Returns whether a flash effect is currently active.
--- @within Ascension
--- @return boolean Whether the flash is playing.
function Ascension.is_flashing()
return _flash_active
end

View File

@@ -1,55 +1,59 @@
local DEFAULT_CONFIG = { Config = {}
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
green = 6,
item = 12 -- yellow
},
player = {
sprite_id = 1
},
timing = {
splash_duration = 120
}
}
local Config = { --- Return initial data for Config
-- Copy default values initially --- @within Config
screen = DEFAULT_CONFIG.screen, function Config.initial_data()
colors = DEFAULT_CONFIG.colors, return {
player = DEFAULT_CONFIG.player, screen = {
timing = DEFAULT_CONFIG.timing, width = 240,
} height = 136
},
colors = {
black = 0,
light_grey = 2,
dark_grey = 1,
red = 13,
light_blue = 9,
blue = 3,
white = 4,
item = 7,
meter_bg = 1,
transparent = 12,
orange = 7
},
timing = {
minigame_win_duration = 180
}
}
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_SAVE_BANK = 7 local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration 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() function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end end
--- Loads saved configuration.
--- @within Config
function Config.load() function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
-- Config has been saved, load values return
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else else
-- No saved config, restore defaults Config.reset()
Config.restore_defaults()
end end
end end
function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
-- Any other configurable items should be reset here
end
-- Load configuration on startup
Config.load() Config.load()

View File

@@ -2,125 +2,163 @@ local SAVE_GAME_BANK = 6
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0 local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 --- Global game context.
--- @section Context
Context = {}
-- Helper for deep copying tables --- Gets initial data for Context.
-- local function clone_table(t) --- @within Context
-- local copy = {} --- @return result table Initial context data or nil. </br>
-- for k, v in pairs(t) do --- Fields: </br>
-- if type(v) == "table" then --- * current_menu_item (number) Index of the currently selected menu item.<br/>
-- copy[k] = clone_table(v) --- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
-- else --- * game_in_progress (boolean) Whether a game is currently active.<br/>
-- copy[k] = v --- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
-- end --- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
-- end --- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
-- return copy --- * meters (table) Meter values (see Meter.get_initial).<br/>
-- end --- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
-- This function returns a table containing only the initial *data* for Context --- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
local function get_initial_data() --- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
--- * have_been_to_office (boolean) Whether the player has been to the office.<br/>
--- * have_done_work_today (boolean) Whether the player has done work today.<br/>
--- * toilet_meters_today_morning (boolean) Whether the home (before work) toilet meter delta was already applied this day.<br/>
--- * toilet_meters_today_evening (boolean) Whether the home (after work) toilet meter delta was already applied this day.<br/>
--- * coworker_discussion_meter_applied_today (boolean) Whether the daily coworker discussion meter roll was already applied this day.<br/>
--- * sumphore_discussion_meter_applied_today (boolean) Whether the daily sumphore discussion meter roll was already applied this day.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID<br/>
function Context.initial_data()
return { return {
active_window = WINDOW_SPLASH, current_menu_item = 1,
intro = { test_mode = false,
y = Config.screen.height, mouse_trace = false,
speed = 0.5, popup = {
text = [[Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath the surface
— within him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.]]
},
current_screen = 1,
splash_timer = Config.timing.splash_duration,
popup = { -- New popup table
show = false, show = false,
content = {} -- Array of strings content = {}
}, },
player = { game_in_progress = false,
sprite_id = Config.player.sprite_id stat_screen_active = false,
minigame_ddr = {},
minigame_button_mash = {},
minigame_rhythm = {},
meters = Meter.get_initial(),
ascension = Ascension.get_initial(),
timer = Timer.get_initial(),
triggers = {},
home_norman_visible = false,
have_been_to_office = false,
have_done_work_today = false,
toilet_meters_today_morning = false,
toilet_meters_today_evening = false,
coworker_discussion_meter_applied_today = false,
sumphore_discussion_meter_applied_today = false,
should_ascend = false,
have_met_sumphore = false,
office_sprites = {},
walking_to_office_sprites = {},
game = {
current_screen = "home",
}, },
ground = { day_count = 1,
x = 0, delta_time = 0,
y = Config.screen.height, last_frame_time = 0,
w = Config.screen.width, glitch = {
h = 8 enabled = false,
state = "active",
timer = 0,
},
_end = {
state = "choice",
selection = 1,
},
discussion = {
active = false,
id = nil,
step = 1,
selected_answer = 1,
scroll_y = 0,
scroll_timer = 0,
auto_scroll = true,
return_window = nil,
}, },
menu_items = {},
selected_menu_item = 1,
selected_desition_index = 1, -- New desition index
game_in_progress = false, -- New flag
screens = {} -- Initialize as empty, populated on reset
} }
end end
Context = {} --- Resets game context to initial state.
--- @within Context
local function reset_context_to_initial_state() function Context.reset()
local initial_data = get_initial_data() local initial_data = Context.initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do for k in pairs(Context) do
if type(Context[k]) ~= "function" then -- Only clear data, leave functions if type(Context[k]) ~= "function" then
Context[k] = nil Context[k] = nil
end end
end end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do for k, v in pairs(initial_data) do
Context[k] = v Context[k] = v
end end
-- Populate Context.screens from ScreenManager, ensuring indexed array
Context.screens = {}
Context.screen_indices_by_id = {} -- Renamed for clarity, stores index
-- The screen order needs to be explicit to ensure consistent numerical indices
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id)
if screen_data then
table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i -- Store index
else
-- Handle error if a screen is not registered
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end
end
end end
-- Initially populate Context with data --- Starts a new game.
reset_context_to_initial_state() --- @within Context
-- Now define the methods for Context
function Context.new_game() function Context.new_game()
reset_context_to_initial_state() Context.reset()
Context.game_in_progress = true Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
MysteriousManScreen.start({
text = [[
Norman was never a bad
simulation engineer,
but
we need to be careful
letting him improve.
We need to distract him.
]],
on_text_complete = function()
Audio.sfx_alarm()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
meter_on_complete = Meter.apply_wakeup_reward,
on_win = function()
Audio.music_play_room_work()
Meter.show()
Window.set_current("game")
end,
})
end,
})
end end
--- Saves the current game state.
--- @within Context
function Context.save_game() function Context.save_game()
if not Context.game_in_progress then return end if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) 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 end
--- Loads a saved game state.
--- @within Context
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
-- No saved game found, start a new one
Context.new_game() Context.new_game()
return return
end 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 Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
end end

22
inc/init/init.module.lua Normal file
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Window = {}
Util = {}
Meter = {}
Minigame = {}
Decision = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Mouse = {}
Sprite = {}
Audio = {}
Focus = {}
Day = {}
Timer = {}
Trigger = {}
Discussion = {}
RLE = {}
AsciiArt = {}
Ascension = {}
MysteriousManScreen = {}

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@@ -1,18 +0,0 @@
local SplashWindow = {}
local IntroWindow = {}
local MenuWindow = {}
local GameWindow = {}
local PopupWindow = {}
local ConfigurationWindow = {}
local AudioTestWindow = {}
local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {}
local MinigameDDRWindow = {}
Util = {}
DesitionManager = {}
ScreenManager = {} -- New declaration
UI = {}
Print = {}
Input = {}
Audio = {}

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@@ -1,10 +0,0 @@
local WINDOW_SPLASH = 0
local WINDOW_INTRO = 1
local WINDOW_MENU = 2
local WINDOW_GAME = 3
local WINDOW_POPUP = 4
local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10
local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol

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

46
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--- @section Day
local _day_increase_handlers = {}
--- Increases the day count and triggers registered handlers.
--- @within Day
function Day.increase()
Context.day_count = Context.day_count + 1
if Context.day_count == 3 then
Context.should_ascend = true
end
if Context.day_count >= 100 and not Ascension.is_complete() then
GameOverWindow.show("days")
return
end
for _, handler in ipairs(_day_increase_handlers) do
handler()
end
end
--- Registers a handler to be called when the day increases.
--- @within Day
--- @param handler function The function to call when the day increases.
function Day.register_handler(handler)
table.insert(_day_increase_handlers, handler)
end
Day.register_handler(function()
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_DAY)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
end)
Day.register_handler(function()
Context.toilet_meters_today_morning = false
Context.toilet_meters_today_evening = false
Context.coworker_discussion_meter_applied_today = false
Context.sumphore_discussion_meter_applied_today = false
end)
Day.register_handler(function()
if Context.should_ascend then
Ascension.increase()
end
Context.should_ascend = false
end)

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

166
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--- @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

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

269
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--- @section Meter
local METER_MAX = 1000
local BM_METER_DEFAULT = 200
local ISM_METER_DEFAULT = 500
local WPM_METER_DEFAULT = 200
local METER_GAIN_PER_CHORE = 100
local METER_DECAY_PER_DAY = 20
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.orange
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.red
Meter.COLOR_BG = Config.colors.meter_bg
Meter.COLOR_CONTOUR = Config.colors.white
--- Gets initial meter values.
--- @within Meter
--- @return result table Initial meter values. </br>
--- Fields: </br>
--- * ism (number) Initial ISM meter value.<br/>
--- * wpm (number) Initial WPM meter value.<br/>
--- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.
function Meter.get_initial()
return {
ism = ISM_METER_DEFAULT,
wpm = WPM_METER_DEFAULT,
bm = BM_METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
--- Hides meters.
--- @within Meter
function Meter.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
--- @within Meter
function Meter.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
--- @within Meter
--- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Sets the decay amount applied to all meters per day.
--- @within Meter
--- @param amount number Amount to subtract from each meter.
function Meter.set_decay(amount)
METER_DECAY_PER_DAY = amount
end
--- Gets the meter decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per day.
function Meter.get_decay_percentage()
return math.floor(METER_DECAY_PER_DAY / METER_MAX * 100)
end
--- Gets combo multiplier.
--- @within Meter
--- @return number The current combo multiplier.
function Meter.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
--- Updates all meters.
--- @within Meter
function Meter.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
end
--- Adds amount to a meter.
--- @within Meter
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
--- @param amount number The amount to add.
function Meter.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
if amount > 0 and (key == "ism" or key == "bm") and m[key] >= METER_MAX then
GameOverWindow.show(key)
return
end
m[key] = math.max(0, math.min(METER_MAX, m[key] + amount))
end
end
--- Called on minigame completion.
--- @within Meter
--- @param is_work boolean If true (work-style minigame), apply combo to WPM/ISM/BM and advance combo. DDR uses `Meter.apply_ddr_reward` instead. Otherwise flat equal gain, combo unchanged.
function Meter.on_minigame_complete(is_work)
local m = Context.meters
if is_work then
local mult = Meter.get_combo_multiplier()
local wpm_delta = math.floor(METER_GAIN_PER_CHORE / mult)
local ism_bm_delta = math.floor(METER_GAIN_PER_CHORE * mult)
Meter.add("wpm", wpm_delta)
Meter.add("ism", ism_bm_delta)
Meter.add("bm", ism_bm_delta)
m.combo = m.combo + 1
m.combo_timer = 0
else
local flat = METER_GAIN_PER_CHORE
Meter.add("wpm", flat)
Meter.add("ism", flat)
Meter.add("bm", flat)
end
end
--- Meter changes after DDR: uses max-meter percentages; combo advances like other work minigames.
--- 0 mistakes: WPM 10%, ISM +5%, BM +5%. 13: WPM 5%, ISM +10%, BM +10%. More than 3: WPM unchanged, ISM +10%, BM +10%.
--- @within Meter
--- @param mistake_count number Total mistakes (missed arrows, wrong inputs, and special-mode rule violations).
function Meter.apply_ddr_reward(mistake_count)
if not Context or not Context.meters then return end
local max = Meter.get_max()
local m = Context.meters
local wpm_pct, ism_pct, bm_pct
if mistake_count == 0 then
wpm_pct, ism_pct, bm_pct = -0.10, 0.05, 0.05
elseif mistake_count <= 3 then
wpm_pct, ism_pct, bm_pct = -0.05, 0.10, 0.10
else
wpm_pct, ism_pct, bm_pct = 0, 0.10, 0.10
end
if wpm_pct ~= 0 then
Meter.add("wpm", math.floor(max * wpm_pct))
end
if ism_pct ~= 0 then
Meter.add("ism", math.floor(max * ism_pct))
end
if bm_pct ~= 0 then
Meter.add("bm", math.floor(max * bm_pct))
end
m.combo = m.combo + 1
m.combo_timer = 0
end
--- Meter changes for the wake-up button mash: faster completion is better for WPM.
--- Perfect: under 2s — WPM +20%. Good: 23s — WPM +10%, ISM +5%, BM +5%. Bad: over 3s — WPM 5%, ISM +10%, BM +10%.
--- @within Meter
--- @param elapsed_sec number Seconds from minigame start until the bar was filled.
function Meter.apply_wakeup_reward(elapsed_sec)
if not Context or not Context.meters then return end
local max = Meter.get_max()
local wpm_pct, ism_pct, bm_pct
if elapsed_sec < 2 then
wpm_pct, ism_pct, bm_pct = 0.20, 0, 0
elseif elapsed_sec <= 3 then
wpm_pct, ism_pct, bm_pct = 0.10, 0.05, 0.05
else
wpm_pct, ism_pct, bm_pct = -0.05, 0.10, 0.10
end
if wpm_pct ~= 0 then
Meter.add("wpm", math.floor(max * wpm_pct))
end
if ism_pct ~= 0 then
Meter.add("ism", math.floor(max * ism_pct))
end
if bm_pct ~= 0 then
Meter.add("bm", math.floor(max * bm_pct))
end
end
--- Random single meter shift after finishing a coworker discussion: ISM +10%, WPM 10%, or BM +10%.
--- @within Meter
function Meter.apply_coworker_discussion_reward()
if not Context or not Context.meters then return end
if Context.coworker_discussion_meter_applied_today then return end
local max = Meter.get_max()
local delta = math.floor(max * 0.10)
local roll = math.random(1, 3)
if roll == 1 then
Meter.add("ism", delta)
elseif roll == 2 then
Meter.add("wpm", -delta)
else
Meter.add("bm", delta)
end
Context.coworker_discussion_meter_applied_today = true
end
--- After finishing a sumphore discussion: reduce whichever of ISM / WPM / BM is highest by 10% of max (stable tie to ISM, then WPM, then BM).
--- @within Meter
function Meter.apply_sumphore_discussion_reward()
if not Context or not Context.meters then return end
if Context.sumphore_discussion_meter_applied_today then return end
local m = Context.meters
local max = Meter.get_max()
local delta = math.floor(max * 0.10)
local biggest_val_key = "ism"
local biggest_val = m.ism
for _, key in ipairs({ "wpm", "bm" }) do
if m[key] > biggest_val then
biggest_val = m[key]
biggest_val_key = key
end
end
Meter.add(biggest_val_key, -delta)
Context.sumphore_discussion_meter_applied_today = true
end
--- Draws meters.
--- @within Meter
function Meter.draw()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local screen_w = Config.screen.width
local screen_h = Config.screen.height
local bar_w = screen_w * 0.25
local bar_h = 2
local edge = math.max(2, math.floor(screen_w * 0.03))
local bar_x = screen_w - bar_w - edge
local line_h = 3
local start_y = screen_h * 0.05
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x - 1, bar_y - 1, bar_w + 2, bar_h + 2, Meter.COLOR_CONTOUR)
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
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
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x, ascension_y, { spacing = 8 })
end

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@@ -0,0 +1,20 @@
-- Manages minigame configurations and initial states.
--- @section Minigame
--- Draws a unified win message overlay.
--- @within Minigame
function Minigame.draw_win_overlay(win_text)
local text = win_text or "SUCCESS"
local tw = #text * 6
local th = 6
local padding = 4
local box_w = tw + padding * 2
local box_h = th + padding * 2
local box_x = (Config.screen.width - box_w) / 2
local box_y = (Config.screen.height - box_h) / 2
local text_x = Config.screen.width / 2
rect(box_x, box_y, box_w, box_h, Config.colors.dark_grey)
rectb(box_x, box_y, box_w, box_h, Config.colors.white)
Print.text_center_contour(text, text_x, box_y + padding, Config.colors.black, false, 1, Config.colors.white)
end

87
inc/logic/logic.timer.lua Normal file
View File

@@ -0,0 +1,87 @@
--- @section Timer
local timer_duration = 1800
--- Gets initial timer values.
--- @within Timer
--- @return result table Initial timer values. </br>
--- Fields: </br>
--- * progress (number) Clock timer revolution progress (0 to 1).
function Timer.get_initial()
return {
progress = 0,
}
end
--- Sets the number of frames for one full timer revolution.
--- @within Timer
--- @param frames number Frames per revolution.
function Timer.set_duration(frames)
timer_duration = frames
end
--- Updates the timer and handles revolution events.
--- @within Timer
function Timer.update()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
local t = Context.timer
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then
t.progress = t.progress - 1
end
end
end
--- Draws the clock timer indicator as a circular progress bar.
--- @within Timer
function Timer.draw()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local cx = 10
local cy = 8
local r_outer = 5
local r_inner = 3
local progress = Context.timer.progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.dark_grey
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
end
local bg_color = Config.colors.white
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
end
end
end
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end

135
inc/logic/logic.trigger.lua Normal file
View File

@@ -0,0 +1,135 @@
--- @section Trigger
local triggers = {}
--- @within Trigger
--- @param trigger table The trigger data table.
--- @param trigger.id string Unique trigger identifier.
--- @param trigger.duration number Duration in frames before the trigger fires.
--- @param[opt] trigger.on_start function Called when the trigger starts. Defaults to noop.
--- @param[opt] trigger.on_stop function Called when the trigger fires or is manually stopped. Defaults to noop.
--- @param[opt] trigger.repeating boolean If true, trigger restarts after firing. Defaults to false.
function Trigger.register(trigger)
if not trigger or not trigger.id then
trace("Error: Invalid trigger registered (missing id)!")
return
end
if not trigger.duration or trigger.duration <= 0 then
trace("Error: Invalid trigger registered (missing or invalid duration)!")
return
end
if not trigger.on_start then
trigger.on_start = function() end
end
if not trigger.on_stop then
trigger.on_stop = function() end
end
if trigger.repeating == nil then
trigger.repeating = false
end
if triggers[trigger.id] then
trace("Warning: Overwriting trigger with id: " .. trigger.id)
end
triggers[trigger.id] = trigger
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return table|nil result The trigger definition or nil.
function Trigger.get_by_id(id)
return triggers[id]
end
--- @within Trigger
--- @return table result All trigger definitions keyed by ID.
function Trigger.get_all()
return triggers
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return boolean active True if the trigger is running.
function Trigger.is_active(id)
if not Context or not Context.triggers then return false end
return Context.triggers[id] ~= nil
end
--- If already active, restarts from 0.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.start(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot start unknown trigger: " .. tostring(id))
return
end
Context.triggers[id] = { elapsed = 0 }
trigger.on_start()
end
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.stop(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot stop unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id] = nil
trigger.on_stop()
end
--- Resets elapsed time to 0 without calling handlers. No-op if inactive.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.reset(id)
if not Context or not Context.triggers then return end
if not triggers[id] then
trace("Error: Cannot reset unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id].elapsed = 0
end
--- Pauses during minigames.
--- @within Trigger
function Trigger.update()
if not Context or not Context.game_in_progress or not Context.triggers then return end
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if in_minigame then return end
local fired = {}
for id, state in pairs(Context.triggers) do
local trigger = triggers[id]
if trigger then
state.elapsed = state.elapsed + 1
if state.elapsed >= trigger.duration then
table.insert(fired, id)
end
else
table.insert(fired, id)
end
end
for _, id in ipairs(fired) do
local trigger = triggers[id]
if trigger then
trigger.on_stop()
if trigger.repeating then
Context.triggers[id] = { elapsed = 0 }
else
Context.triggers[id] = nil
end
else
Context.triggers[id] = nil
end
end
end

View File

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

75
inc/map/map.manager.lua Normal file
View File

@@ -0,0 +1,75 @@
-- 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

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

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

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

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

View File

@@ -1,26 +1,554 @@
--luacheck: ignore max_line_length
-- <PALETTE> -- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa
-- </PALETTE> -- </PALETTE>
-- <TILES>
-- 000:0000000006666660066060600636366006606060060636600666666000000000
-- 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
-- 016:0000000044444420444442400004442044444240e42424204242424000000000
-- 017:0000000002424240042424200244444004244440024404400424044002440440
-- 018:0000000002424240042424200444424004444420044042400440442004404240
-- 019:0222222200010012055016020150660205501602015066020550160200000000
-- 020:2222222022221000222203302222013022220330222201302222033000000000
-- 021:0333011103330111033301110333011103330111033300000333011103330111
-- 022:1110011111100111111001111110011111100111000000001110011111100111
-- 023:1110333011103330111033301110333011103330000033301110333011103330
-- 024:1111111011111110111111101111111011111110111111101111111011111110
-- 025:0444444404444444044444440444444404444444044044440440444404404444
-- 026:4444242044444240444424204444424044442420444442404444242044444240
-- 027:3333111133331111333311113333111111113333111133331111333311113333
-- 028:0424044002440440042404400244444004244440024242400424242000000000
-- 029:0440442004404240044044200444424004444420024242400424242000000000
-- 030:0000000006666660036060600360666006606060036660600360666003606060
-- 031:0222222200010010033033030130130103303303013013010330330300000000
-- 032:2222222001001220303302203013022030330220301302203033022000000000
-- 033:0333011103330111033301110333011103330111033301110333011100000000
-- 034:1110011111100111111001111110011111100111111001111110011100000000
-- 035:1110333011103330111033301110333011103330111033301110333000000000
-- 036:0440444404404444044044440444444404444444044444440444444404444444
-- 037:0000000002222222022000220201110202011102020111020220002202222222
-- 038:0000000022222220220002202011102020111020201110202200022022222220
-- 039:0000000002222222022222220222222202222222022222220222222202222222
-- 040:0000000022222220222222202222222022222220222222202222222022222220
-- 041:0000000002222222022200000220111102201121020112000201120402012200
-- 042:0000000022222220000002201111102021211020000210203430102000430020
-- 043:0666606003606060036066600366606003606060066060600360606003666660
-- 044:0222222202222222022222220222222202222222000000000001111100011111
-- 045:2222222022222220222222202222222022222220000000001111100011111000
-- 046:1111111111111111111111111000000002222222022222220222222202222222
-- 047:1111111111111111111111110000000022222222222222222222222222222222
-- 048:1111111111111111111111110000100022220444e222044422220444e2220444
-- 049:1111111111111111111111111100001100222201022222200222222002222220
-- 050:1111111011111110111111101111111011111110111111101111111011110000
-- 051:1111111111111111111111111111111111111111111111111111111100011111
-- 052:0444444404444444044444440444444404444444044444440444444410000000
-- 053:4444242044444240444424204444424044442420444442404444242000000001
-- 054:0222222202222222022000220201110202011102020111020220002202222222
-- 055:2222222022222220220002202011102020111020201110202200022022222220
-- 056:0222222202222222022222220222222202222222022222220222222200000000
-- 057:2222222022222220222222202222222022222220222222202222222000000000
-- 058:0201122202012222020112220201222202201222022022220222000002222222
-- 059:2204302022204020202200202000002020222020222220200000022022222220
-- 060:5555555555555555555555556666111155555555555555555555555566616666
-- 061:5555555555555555555555556666666655551555555515555555655566666611
-- 062:0222222202222222022222220222222202222222022222220222222202222222
-- 063:2222222222222222222222222222222222222222222222222222222222222222
-- 064:22220444e222044422220444e222044422220444e222044422220444e2220444
-- 065:0222222002222220020000206022220002222220022222200200002000111100
-- 066:5000000004444444044044440440444404404444044044440444444460000000
-- 067:0000000544444240444424204444424044442420444442404444242000000001
-- 068:0000000001111111011111110111111101111111011111110111111100000000
-- 069:0000000011111110111111101111111011111110111111101111111000000000
-- 070:5555555555555555555555551111666655555555555555555555555511666111
-- 071:000000000222220002222090022209900220999002099d900099199009919790
-- 072:0000000022222220222222202222222022220000222011002212000021222220
-- 073:5555555555555555555555556611166655555551555555515555555166666111
-- 074:0000000001111111000000001111666655555555555555555555555511666111
-- 075:0000000011111111000000006611166655555551555555515555555166666111
-- 076:0000000011111111000000001111666655555555555555555555555511666111
-- 077:0000000011111110000000006611166655555551555555515555555166666111
-- 078:1111111111111111111100001110919111101010110191011019191000919190
-- 079:1111111111111111000000009191919000000010111110901111101000000090
-- 080:0919199009919902091990200999020209902020090202020020202000000000
-- 081:0000000002020200202020200200022020002220000222202022222002222220
-- 082:5555555555555055555501056666010155550105555501055555010566610106
-- 083:5555555555555555000000000222222202222222022222220222222202222222
-- 084:5555555555555555000000002222222022222220222222202222222022222220
-- 085:5555000055500220550202206022022002220220022202200222022002220220
-- 086:1000000110333301103333011033330110333301103333011033330110333301
-- 087:3010101033331111333311113333111111113333111133331111333311113333
-- 088:3333101033331090333310103333109011113010111010901110201011101090
-- 089:2222222022222220222222202222222022222220222222202222222022222220
-- 090:5555550055555022555502226611022255550222555502225555501266666100
-- 091:0005010522200105222201052222010622220105222201052210505500066111
-- 092:5000000002222222022222220222222202222222022222220222222202222222
-- 093:0222022002220220022202200222022002220220022202200222022002220220
-- 094:1033330110333301103333011033330110333301103333011033330110000001
-- 095:3333101033331090333310103333109011113010111130901111301011113000
-- 096:0000000001111111000000000106666601051555010515550105655500066611
-- 097:0000000011111110000000006666101055555010555550105555501066616000
-- 098:5555555555555550555555056666116655550055555500555555655566666611
-- 099:0555555500555555050555550661111105500555115005550055555500616666
-- 100:0222222202222222022222220000000000000000501055555010555560006666
-- 101:2222222022222220222222200000000000000000555501055555010566660001
-- 102:0222022002220220022202200222022002220220022202200222022012220220
-- 103:1000000103333330033333300333333003333330033333300333333010000001
-- 104:5500000050222222022222220222222202222222022222220222222202222222
-- 105:0222222222222222222222222222222222222222222222222222222222222222
-- 106:1222000012201110120111101011111001111110011111100111111001111110
-- 107:0000000001111111011111110111111101111111011111115000000066000066
-- 108:0000000011111111111111111111111111111111111111110000000066666611
-- 109:1111111011111110111111101111111011111110111111100000000566000066
-- 110:1111111111111111111111111111010011101044111010441110104400000010
-- 111:1111111111111111111111110011111144011111440111114401111110000000
-- 112:1111111111111111111111111111111111111111111111111111011100004000
-- 113:3333104433331044333310003333111111113333111133331111333311113333
-- 114:4403111144031111000311113333111111110000111044441104444411014444
-- 115:3304440133044401330444013304440100104033440103334440333344103333
-- 116:3330111133020000330124243330111111110111111130111111301111113300
-- 117:1103111100401111242011111240111111203333124033331120333300013333
-- 118:1111111100000000033333330333333303333333033333330000000011111111
-- 119:1111111100000000333333303333333033333330333333300000000011111111
-- 120:1a12222222a222222212222222a222222212222222a222222212222222222222
-- 121:1a8b888822888b8b228b888822b8bb8b22888b88228b88882288b88b228b8b88
-- 122:8b8b8888b8b88b8bb88b888888b8bb8b8b888b8888bb88888b88b88bb88b8b88
-- 123:8b8b888800000000055555550555555500000000055555550555555500000000
-- 124:8b8b888800000000555555555555555500000000555555555555555500000000
-- 125:8b8b888800000000555555505555555000000000555555505555555000000000
-- 126:0000000007777777070000000703333307033333070333330703333307033333
-- 127:0000000077777777000000003333333033333330333333303333333033333330
-- 128:000000007777777700000000e222222222222222e222222222222222e2222222
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-- 160:c077333303331333033313330331333303313333055133330ff513330ff71111
-- 161:1111111133333333333337333333373333333733333337333333373311117711
-- 162:1333370c3733130c7773130c333331303333313033333150333337f011111750
-- 163:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 164:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 165:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 166:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 167:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 168:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 169:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 170:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
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-- 172:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
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-- 175:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 176:07753333c0031333ccc03313cccc0333cccc0333cccc0333ccccc033ccccc000
-- 177:33357733333335333333333313131313000000000cccccc00cccccc00cccccc0
-- 178:333335703333100c33100ccc1330cccc3330cccc3330cccc3330cccc0000cccc
-- 179:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 180:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 181:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 182:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 183:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 184:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 185:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 186:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 187:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 188:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 189:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 190:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 191:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 192:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 193:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 194:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 195:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 196:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 197:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
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-- 199:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 200:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 201:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 202:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 203:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
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-- 205:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 206:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 207:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 208:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 209:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 210:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 211:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 212:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 213:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 214:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 215:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 216:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 217:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 218:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 219:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 220:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 221:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 222:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 223:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
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-- 225:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 226:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
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-- 234:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 235:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 236:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 237:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 238:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 239:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 240:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 241:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 242:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 243:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 244:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 245:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 246:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 247:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 248:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 249:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 250:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 251:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 252:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 253:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 254:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- 255:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc
-- </SPRITES>
-- <MAP>
-- 000:20102010200010201020102010201020102010201020102000102010201040404040404087f3f3f3f397a7b7c7d7a7e7f70818a7b7c7d7a7b7c7d7a70b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:40404040400040404040404040404040404040404040404000404040404040404040404087f3f3f3f328a7384858a76878f388a7384858a7384858a70b40403b4b4040404040404040404040404040404040404040404040400b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 002:408090a04000406070408090a040b0c0d0e0f001f001112100408090a040984098409840a8f3f3f3f3b8a7a7a7a7a7c8d8e8f8a7a7a7a7a7a7a7a7a70b405b6b7b4040404040404040404040404040d0e0f001f001f00111210b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 003:4051617140004031414051617140814091a1b1b1b1b1c1d1004051617140984098409840a8f3f3f3f3091919191919293949591919191919191919190b8b9babbb4040cbdbebfb0c401c2c2c2c3c4091a14c5c6c6c6c6cc1d10b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 004:4012223240e140f1024012223240814042a15262728292a2e14012223240984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c8c9cacbc7282ccdcecfc0d401d3030302d4042a13d4d7282728292a27c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 005:4040404040b240c2d240e2f203132333435363738393a3b3b24040404040984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d406d7d40e3958d9dadbdcd40ddedfded0e404353839383938393a3b35d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 006:d3c3d3c3d3e1c3d3c3d3e3f30414c3d32434445410201020e1c3d3c3d3c3404040404040798989898999a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a97c1e1e1e1e44542e1e1e1e3e1e444e4e4e541e243444544454445444547c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 007:9464354594b264748494a4b4c4d46494649464940040e4f4b264354594644040404040404040404040404040404040404040404040404040404040405d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 008:d3c3e395d3e1c30515d325d33545c3d355d3c3d365b17585e1c3e395d3254040404040404098989898404040404040404040404040404040404040407c1e7e8e1e1e1e9eae1ebe1e1e1e1e1e1e1e1e72821ebe1e72821ebe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 009:9464465694b264e395a5b594e39564c5d5946494e5b1b1f5b264e395a5b54040404040404040404040404040404040404040404040404040404040405d1e05151ebe1ecedeeefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 010:d3c3d3c3d3e1c306162636d34656c3e3d5d3c3d376b1b1b1e1c3e3952636404040404040409898989840b9c9c9d9e9f90a0a0a0a4040400a0a0a0a407c1ee395eefe1e0f1f2f3f1e1e1e1e1e1e1e1ee3952f3f1ee3952f3f1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 011:9464946494b264946494649464948696a694649410201020b264e395d3254040404040404040404040401a2a3a4a5a6a7a40404040404040404040405d1ee3952f3f1e4f5f1ebe1e1e1e1e1e1e1e1ee3951ebe1ee3951ebe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 012:d3c37282d3e1c37282d3c3d3c3d3b6c6d6d3c3d300e6f607e1c3e395a5b54040404040404098989898408a9aaabaca9ada40404040404040404040407c1e4f5f1ebe1e0515eefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 013:9464e39594b264e395946494649464946494649465172737b26406162636eaeaeaeaeaeaeafafafafaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaea5d1e0515eefe1e6f7f2f3f1e1e1e1e1e1e1e1e6f7f2f3f1e6f7f2f3f1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 014:d3c34454d3e1c34454d3c3d3c3d3c3d3c3d3c3d3e5b14757e1c3d3c3d3c3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c1e6f7f2f3f1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 015:9464946494b2649464946494649464946494649476b1b1b1b26494649464f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 016:201020102000102010207667770010201020102010201020001020102010f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f30b1b2b1b2b7667776777761b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </MAP>
-- <SFX> -- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900 -- 016:00000000000000400040004000700070007000400040004000700070007000c000c000c000c000c000c000c000c000c000c000c000c000c000c000c0470000000000
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000 -- 017:030003000300030003000300036003600360036003600360136023c033c053c063c083c0a3c0b3c0c3c0c3c0d3c0d3c0e3c0f3c0f3c0f3c0f3c0f3c0400000000000
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000 -- 018:03c003c003c003c003c003c0036003600360036003600360230033005300630083009300a300b300c300d300d300e300e300e300f300f300f300f300400000000000
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000 -- 019:0300030003000300030003d013d013d023d033d053d073d093d0b3d0c3d0e3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0400000000000
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000 -- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000 -- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130580000000000
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800 -- 022:03b003100300030003000300130063009300b300c300d300d300e300e300e300f300f300f300f300f300f300f300f300f300f300f300f300f300f300400000000000
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004 -- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100400000000800
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00 -- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000c40000000004
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00 -- 034:02000240020002000200020002000200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f2004700000f0200
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004 -- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006001600000f0f00
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100100000080800 -- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000005600000f0f00
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000400000000000 -- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000 -- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100480000000600
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000 -- 057:000000010002000300020001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000840000000004
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000 -- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100003000080800
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000 -- 059:03000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030000b000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200500000000000
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00100000000000
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100580000000000
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000500000000000
-- </SFX> -- </SFX>
-- <WAVES> -- <WAVES>
-- 000:bcceefceedddddc84333121268abaa99 -- 000:bcceefceedddddc84333121268abaa99
@@ -34,3 +562,17 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f -- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff -- 009:fff000fff000fff000fff000fff000ff
-- </WAVES> -- </WAVES>
-- <PATTERNS>
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:43398d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:455981000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- 008:4aa9b30000000000000000000000000000000000000000000000000000000000000000000000000000000000000000005008b30000000000000000000000000000000000000000000008b10000000000000000000008910000000000000000004008b30000000000000000000000000000000000000000000000000000000000000000000008b1000000000000000000f008b1000000000000000000000000000000000000000000000891000000000000000000000000000000000000000000
-- 009:4779d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d3000000000000000000
-- </PATTERNS>
-- <TRACKS>
-- 000:1000012000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ff
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 002:900082000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>

View File

@@ -1,8 +1,8 @@
-- title: Definitely not an Impostor -- title: Definitely not an Impostor
-- name: impostor -- name: impostor
-- author: Teletype Games -- author: Teletype Games
-- desc: Life of a programmer in the Vector -- desc: Life of a programmer
-- site: https://git.teletype.hu/games/impostor -- site: https://git.teletype.hu/games/impostor
-- license: MIT License -- license: MIT License
-- version: 0.1 -- version: 1.0-beta3
-- script: lua -- script: lua

View File

@@ -1,8 +1,19 @@
ScreenManager.register({ Screen.register({
id = "home", id = "home",
name = "Home", name = "Home",
decisions = { decisions = {
"go_to_toilet", "go_to_toilet",
"go_to_walking_to_office", "go_to_walking_to_office",
} "go_to_sleep",
"go_to_end",
},
init = function()
Audio.music_play_room_work()
end,
background = "bedroom",
draw = function()
if Context.home_norman_visible and Window.get_current_id() == "game" then
Sprite.draw_at("norman", 100, 80)
end
end
}) })

View File

@@ -1,27 +1,60 @@
ScreenManager = {} --- @section Screen
local _screens = {}
local _screens = {} -- Internal list to hold screen data --- Registers a screen definition.
--- @within Screen
-- Public property to access the registered screens as an indexed array --- @param screen_data table The screen data table.
function ScreenManager.get_screens_array() --- @param screen_data.id string Unique screen identifier.
local screens_array = {} --- @param screen_data.name string Display name of the screen.
for _, screen_data in pairs(_screens) do --- @param screen_data.decisions table Array of decision ID strings available on this screen.
table.insert(screens_array, screen_data) --- @param screen_data.background string Map ID used as background.
end --- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
return screens_array --- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
end --- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
function Screen.register(screen_data)
-- Registers a screen with the manager
-- screen_data: A table containing id, name, and decisions for the screen
function ScreenManager.register(screen_data)
if _screens[screen_data.id] then if _screens[screen_data.id] then
-- Optional: warning if overwriting an existing screen
trace("Warning: Overwriting screen with id: " .. screen_data.id) trace("Warning: Overwriting screen with id: " .. screen_data.id)
end end
if not screen_data.init then
screen_data.init = function() end
end
if not screen_data.exit then
screen_data.exit = function() end
end
if not screen_data.update then
screen_data.update = function() end
end
if not screen_data.draw then
screen_data.draw = function() end
end
_screens[screen_data.id] = screen_data _screens[screen_data.id] = screen_data
end end
-- Retrieves a screen by its id (if needed directly) --- Gets a screen by ID.
function ScreenManager.get_by_id(screen_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/>
--- * 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] return _screens[screen_id]
end 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/>
--- * 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

@@ -0,0 +1,288 @@
--- @section MysteriousManScreen
local STATE_TEXT = "text"
local STATE_DAY = "day"
local STATE_CHOICE = "choice"
local ASC_01_TEXT = [[
Normann seems to be in line,
and stays seeking for oxes
within the confines.
Very good.
]]
local ASC_12_TEXT = [[
We have a problem!
Normann formed his first thought.
He saw the tracks.
]]
local ASC_23_TEXT = [[
Not good, not terrible.
Normann caught his glimpse
of another way
- quite literally -
if this continues,
we will lose control.
]]
local ASC_34_TEXT = [[
There is no turning back now for Norman.
He caught on.
I hoped it would never come to this...
]]
--[[ Norman speaks for the first time during MM screen ]]
local ASC_45_TEXT = [[
Wait, who are you?
*silence*
Why am I seeing this?
*silence*
]]
local ascension_texts = {
[1] = ASC_01_TEXT,
[2] = ASC_12_TEXT,
[3] = ASC_23_TEXT,
[4] = ASC_34_TEXT,
[5] = ASC_45_TEXT,
}
function MysteriousManScreen.get_text_for_level(level)
return ascension_texts[level] or ASC_01_TEXT
end
local state = STATE_TEXT
local text_y = Config.screen.height
local text_speed = 12 -- pixels per second
local day_timer = 0
local day_display_seconds = 2
local text_done = false
local text_done_timer = 0
local TEXT_DONE_HOLD_SECONDS = 2
local selected_choice = 1
local text = ASC_01_TEXT
local day_text_override = nil
local on_text_complete = nil
local show_mysterious_screen = true
local trigger_flash_on_wake = false
MysteriousManScreen.choices = {
{
label = "Wake Up",
},
{
label = "Stay in Bed",
},
}
-- Draws the background image
-- @within MysteriousManScreen
function MysteriousManScreen.draw_background()
local img_values = {0,1,0,1,0,1,0,1,0,1,0,1,2,1,4,1,0,2,4,1,0,2,4,1,0,2,4,1,0,2,4,1,0,2,4,2,1,4,2,1,4,1,0,2,4,1,0,1,4,2,1,2,1,0,1,2,4,1,0,2,4,2,1,0,1,2,1,2,1,0,1,4,1,0,2,4,2,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,4,1,0,2,4,2,0,1,2,4,1,0,2,4,1,0,1,0,4,1,0,2,4,0,1,0,1,0,1,0,4,1,0,2,4,0,1,4,1,0,2,4,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,4,1,0,2,4,1,0,1,0,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,1,2,1,0,1,4,1,0,2,4,2,1,0,1,2,4,1,0,2,4,2,1,0,1,2,4,1,0,2,4,1,2,0,1,0,1,0,1,2,1,2,1,0,2,4,1,0,2,4,0,1,0,1,2,1,0,1,0,2,4,1,0,2,4,2,1,0,1,0,1,4,1,0,2,4,2,1,0,1,0,2,4,2,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,2,1,0,1,0,2,0,1,4,1,0,2,4,1,0,1,0,1,2,0,1,4,1,0,2,4,2,1,0,1,0,1,4,1,0,2,4,2,1,0,2,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,0,1,0,1,0,1,0,1,4,1,0,2,4,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,2,4,1,0,2,4,2,1,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,0,1,4,1,0,2,4,2,4,1,0,1,0,1,0,1,0,1,0,1,2,1,4,2,4,1,0,2,4,2,1,0,1,0,1,0,1,0,1,0,1,2,1,4,2,4,1,0,2,4,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,4,1,0,2,4,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,2,1,4,1,0,2,4,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,2,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,2,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,2,0,1,0,1,0,4,1,0,2,4,0,1,0,1,0,2,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,2,0,1,4,1,0,2,4,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,2,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,2,4,1,0,2,4,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,2,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,2,4,1,0,2,4,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,2,4,1,0,2,4,2,0,1,0,1,4,1,0,2,4,2,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,0,1,0,1,4,2,1,0,1,2,1,2,1,0,1,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,0,1,2,0,1,0,2,1,0,1,2,0,1,0,2,0,1,0,1,0,1,2,0,1,0,1,0,1,0,2,0,1,0,1,0,1,0,2,0,1,0,1,0,2,1,0,1,0,1,2,0,1,0,2,0,2,1,0,1,2,0,2,1,0,1,0,1,2,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,0,2,1,0,1,0,1,0,1,0,1,0,2,1,0,1,2,0,1,0,1,2,1,0,1,0,1,0,1,0,2,1,0,2,0,1,0,1,0,2,0,1,0,1,0,2,0,1,0,2,0,1,0,1,0,2,1,0,1,2,0,1,0,1,0,1,0,1,0,2,0,1,0,2,0,1,0,2,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0}
local img_runs = {1480,1,151,1,87,1,1,150,1,1,86,1,2,148,1,2,87,2,148,2,88,2,148,2,88,2,148,2,88,2,148,2,88,2,70,1,2,9,1,2,63,2,88,2,69,1,2,3,5,1,1,1,1,1,1,1,61,2,88,2,68,1,1,3,1,2,1,3,2,3,2,61,2,88,2,68,1,6,1,4,1,5,1,1,60,2,88,2,67,1,1,17,2,60,2,88,2,67,1,19,1,1,59,2,88,2,67,1,19,1,1,59,2,88,2,67,4,1,11,1,1,1,3,59,2,88,2,67,21,1,59,2,88,2,67,21,1,59,2,88,2,66,1,21,2,58,2,88,2,66,1,21,1,1,58,2,88,2,66,4,17,2,1,58,2,88,2,65,2,5,1,15,2,58,2,88,2,63,1,1,2,22,4,55,2,88,2,57,2,2,34,2,2,49,2,88,2,55,1,2,39,3,1,47,2,88,2,55,5,1,3,2,2,1,25,1,1,1,1,1,1,1,47,2,88,2,57,1,2,1,29,1,4,1,1,1,1,49,2,88,2,59,1,2,8,15,9,2,52,2,88,2,62,2,1,1,1,24,1,1,1,54,2,88,2,66,1,22,1,58,2,88,2,66,1,21,1,59,2,88,2,66,2,20,1,59,2,88,2,65,3,20,2,58,2,88,2,63,2,2,1,20,1,1,2,56,2,88,2,61,2,4,1,20,1,2,2,55,2,88,2,59,1,1,6,1,19,1,4,2,54,2,88,2,58,2,7,2,17,1,1,6,2,52,3,87,2,56,1,2,9,1,26,2,51,3,87,2,55,1,1,40,1,50,2,88,2,54,2,41,1,50,2,88,2,53,2,42,2,49,2,88,2,52,2,44,2,48,2,88,2,51,2,46,2,47,2,88,2,50,2,16,1,31,1,47,2,88,2,50,3,1,14,1,29,1,1,2,46,2,88,2,50,18,1,29,1,2,1,46,2,88,2,50,4,14,1,33,1,45,2,88,2,53,1,3,11,2,15,1,13,1,2,46,2,88,2,56,1,1,11,1,15,1,10,2,1,49,2,88,2,55,2,3,10,2,12,2,8,8,46,2,88,2,50,1,1,4,4,1,9,2,11,2,8,2,4,2,1,2,1,1,42,2,88,2,48,2,3,8,1,9,2,9,3,7,2,8,1,1,2,1,1,40,2,88,2,45,3,2,1,1,1,1,8,1,7,1,1,3,6,4,6,1,8,1,1,1,1,4,2,38,2,88,2,45,1,2,2,22,4,4,4,6,1,10,1,1,2,1,2,1,2,37,2,88,2,42,1,1,1,4,1,2,19,1,1,4,1,5,21,1,2,6,35,2,88,2,42,2,1,1,1,1,15,2,8,3,4,3,6,1,17,1,1,2,1,1,1,34,2,88,2,41,3,1,1,15,2,9,3,5,2,8,1,21,1,1,34,2,88,2,41,1,1,1,16,2,11,2,5,2,9,2,18,2,1,34,2,88,2,41,1,2,1,14,2,13,1,5,1,12,1,17,1,2,34,2,88,2,41,1,16,1,17,1,2,1,14,2,17,1,1,33,2,88,2,41,1,2,1,12,1,17,1,3,2,15,1,14,1,1,1,1,33,2,88,2,41,15,1,22,1,17,1,1,11,1,3,1,33,2,88,2,41,1,14,2,40,1,15,1,33,2,88,2,41,1,15,2,35,1,3,1,10,1,4,1,33,2,88,2,41,1,3,1,12,2,36,2,11,1,4,1,33,2,88,2,40,1,1,18,1,35,1,12,1,4,1,1,32,2,88,2,40,2,4,1,14,1,33,1,12,1,6,1,32,2,88,2,40,1,6,1,14,1,31,1,13,1,6,1,32,2,88,2,39,2,22,2,28,1,21,1,1,31,2,88,2,39,2,24,1,26,1,22,1,1,31,2,88,2,39,2,25,1,24,1,23,1,1,31,2,88,2,39,1,27,1,22,2,23,1,1,31,2,88,2,39,1,49,2,24,3,30,2,88,2,39,1,48,1,27,1,1,30,2,88,2,39,1,47,2,27,1,1,30,2,88,2,37,1,1,47,2,28,1,1,30,2,88,2,37,1,1,46,1,30,2,1,29,2,88,2,37,1,47,1,30,2,30,2,88,2,37,1,1,2,43,1,33,30,3,87,2,37,1,45,1,31,1,1,2,29,3,87,2,37,45,1,35,1,29,1,1,88,2,1,35,1,1,80,2,1,26,1,3,86,1,1,2,1,21,1,4,4,2,1,3,80,30,1,2,125,2,80,2,156,2,79,2,1,156,2,1,77,4,156,1,3,76,3,1,140,1,15,1,2,2,74,2,1,1,1,5,3,129,1,18,1,82,1,7,1,129,1,18,1,82,1,9,1,123,3,20,1,1,80,2,11,1,1,119,1,22,1,1,1,2,76,4,1,154,2,2,63,1,14,3,1,126,1,27,2,65,1,17,1,17,2,132,4,66,1,17,4,113,39,66,2,16,31,191,1,1,1,15,1,153,2,15,3,48,2,16,2,152,1,16,1,1,1,48,2,16,2,152,1,1,2,2,1,10,1,1,1,48,1,13,6,153,1,3,13,1,1,48,1,15,2,1,1,153,3,64,1,16,2,154,1,1,83,1,154,1,17,1,66,1,154,1,17,1,66,1,155,1,82,1,156,1,82,1,156,1,1,80,1,1,157,2,78,2,158,2,78,2,158,1,80,1,158,1,79,2,158,1,79,1,159,1,79,1,160,1,77,2,160,1,77,1,162,1,74,1,1,1,162,1,75,1,239,1,165,1,72,1,166,1,240,1,69,1,412,1,63,1,175,1,63,2,238,1,175,1,63,1,239,1,807}
RLE.draw(img_values, img_runs)
end
function MysteriousManScreen.draw_day_switch_background()
local img_values = {1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1}
local img_runs = {86,2,238,2,225,1,10,5,224,1,8,8,221,4,5,2,1,8,219,6,2,13,217,1,2,19,1,1,213,2,4,19,2,1,211,2,5,19,3,1,208,1,7,20,4,1,204,2,7,2,1,19,5,1,201,2,7,2,3,19,6,1,198,2,7,2,5,9,2,1,2,5,7,1,195,2,7,2,7,5,7,7,8,1,192,2,7,2,9,5,8,6,9,1,188,3,7,2,11,5,9,5,10,1,186,2,7,2,13,5,9,5,11,1,182,2,7,3,15,5,9,5,12,1,179,2,8,2,17,5,9,5,13,1,176,2,7,3,19,5,9,5,14,1,173,2,7,3,21,5,9,5,15,1,169,3,7,2,24,5,9,5,16,1,166,2,8,2,26,5,9,5,3,1,177,2,8,3,27,5,9,5,4,1,13,1,159,3,7,3,30,5,8,6,5,1,170,3,7,3,32,5,7,7,6,1,13,1,153,2,8,2,35,19,7,1,164,2,7,3,37,19,8,1,160,3,7,3,39,19,9,1,156,3,8,3,41,19,10,1,153,3,8,2,44,19,25,1,136,3,8,2,46,19,160,2,8,3,48,19,157,3,7,4,50,7,6,6,15,1,139,2,9,3,52,6,7,6,16,1,12,1,122,3,8,3,55,6,7,6,17,1,132,4,7,3,57,6,7,6,159,2,60,6,7,6,32,1,123,3,62,6,7,6,33,1,119,4,64,6,7,6,22,1,128,3,67,6,7,6,150,2,1,1,67,6,7,6,153,1,67,6,7,6,25,1,11,1,115,1,67,6,7,6,26,1,126,1,67,6,7,6,28,1,124,1,67,6,7,6,29,1,11,1,111,1,67,6,7,6,30,1,11,1,110,1,66,7,6,8,42,1,109,1,66,21,32,1,10,1,71,4,33,1,66,21,115,1,2,1,33,1,66,21,119,1,32,1,66,21,36,1,115,1,66,21,48,1,66,1,2,1,33,1,66,21,38,1,10,1,65,4,33,1,66,21,152,1,66,21,152,1,66,8,6,7,152,1,66,7,7,7,114,6,32,1,66,7,7,7,114,6,32,1,66,7,7,7,57,1,56,2,2,2,32,1,66,7,7,7,58,1,18,1,35,7,32,1,12,1,49,1,3,7,7,7,19,1,1,1,2,2,24,1,8,2,46,1,4,8,32,1,66,8,6,7,12,1,1,1,4,3,2,2,2,2,2,1,18,2,7,3,44,1,3,9,32,1,12,1,1,1,51,8,6,7,14,1,1,2,1,1,1,1,2,3,1,3,1,1,3,1,2,2,11,4,1,1,2,5,41,1,3,10,32,1,12,3,51,8,5,8,7,3,2,1,1,1,1,2,1,1,1,1,1,4,1,6,1,2,2,2,1,2,1,3,1,2,1,6,1,2,1,4,39,3,2,3,1,6,32,1,8,1,2,6,2,1,4,1,2,1,7,1,30,8,5,8,2,2,3,1,1,1,6,2,1,11,1,6,2,2,1,2,1,6,1,15,24,5,1,3,1,7,2,3,1,10,28,1,14,1,9,2,1,1,38,8,1,1,2,9,1,3,10,1,1,6,10,1,2,2,1,1,3,9,1,4,1,6,1,7,8,47,26,1,27,1,7,1,18,1,4,1,4,13,1,9,1,3,3,1,1,1,1,4,1,1,2,3,2,5,2,7,1,2,1,6,1,7,1,16,1,53,25,1,66,8,1,1,3,8,1,3,3,1,1,2,3,1,1,1,1,4,2,2,2,1,7,1,2,1,1,1,1,4,1,3,1,31,7,2,1,15,6,2,1,7,1,2,25,1,66,7,7,7,29,1,2,1,3,1,6,1,16,1,2,3,6,14,5,16,2,6,10,2,25,1,66,7,7,7,57,1,7,6,1,36,9,8,1,1,25,1,66,7,7,7,68,35,7,11,5,1,25,1,66,7,7,7,69,2,1,3,1,22,7,16,2,1,2,1,25,1,66,8,6,7,75,19,6,21,2,1,2,1,92,21,79,4,1,7,4,26,2,1,2,1,2,1,89,21,91,12,9,1,1,7,2,1,28,1,66,21,87,12,13,9,98,21,84,11,19,6,99,21,80,12,22,2,3,1,32,1,66,21,70,1,5,13,25,6,99,21,73,13,28,6,2,1,29,1,66,21,69,14,31,7,31,1,66,21,58,2,6,14,39,1,99,8,4,9,55,1,6,15,42,1,99,8,5,8,51,2,6,15,145,8,5,8,48,2,5,17,147,8,5,8,43,3,6,17,150,8,5,8,40,2,6,18,153,8,5,8,36,3,5,20,155,8,5,8,32,4,5,19,1,2,156,8,5,8,29,3,6,19,95,1,66,8,5,8,25,4,5,21,97,1,66,8,5,8,22,4,5,21,167,8,5,8,18,5,5,21,170,8,5,8,14,6,4,23,105,1,66,8,5,8,11,4,6,23,108,1,66,8,5,8,8,4,6,23,111,1,66,8,5,8,4,4,6,24,114,1,66,8,5,14,7,23,116,1,66,8,6,8,2,1,4,25,119,1,66,8,5,8,3,1,2,24,122,1,66,8,3,38,124,1,65,24,1,22,127,1,63,1,1,44,130,1,63,7,1,5,1,30,132,1,58,3,1,42,135,1,58,14,2,27,138,1,56,10,1,32,140,1,53,8,4,27,1,3,143,1,49,9,1,1,2,1,1,24,2,2,147,1,47,7,5,32,148,1,30,1,12,8,5,32,151,1,28,1,1,1,3,1,4,4,1,3,6,35,151,1,22,10,1,10,1,1,4,39,151,1,20,25,2,41,151,1,18,47,1,22,151,1,18,70,148,2,1,1,17,71,148,4,17,71,148,4,14,61,2,10,149,6,10,63,2,10,149,8,4,66,4,9,149,80,2,9,149,91,149,92,78,3,67,92,148,80,3,9,148,92,148,92,148,92,148,92,74,1,3,2,68,92,73,3,2,3,67,92,69,1,3,3,2,2,68,94,66,2,1,5,2,3,67,95,58,15,2,1,69,96,55,21,68}
-- pal = {184,167,183,121,70,74}
-- pal = b8a7b779464a
RLE.draw(img_values, img_runs)
end
-- Transitions from the text phase to the day display phase, starting the timer for how long the day label is shown.
-- @within MysteriousManScreen
function MysteriousManScreen.go_to_day_state()
if on_text_complete then
on_text_complete()
on_text_complete = nil
end
if Context.game.current_screen ~= "mysterious_man" then
return
end
state = STATE_DAY
day_timer = day_display_seconds
end
-- Norman chooses to wake up, starting the button mash minigame and flash, then going to the next day.
-- @within MysteriousManScreen
function MysteriousManScreen.wake_up()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
meter_on_complete = Meter.apply_wakeup_reward,
on_win = function()
Audio.music_play_wakingup()
Meter.show()
if trigger_flash_on_wake then
trigger_flash_on_wake = false
Ascension.start_flash()
end
Window.set_current("game")
end,
})
end
-- Norman chooses to stay in bed, skipping the minigame and flash, and going straight to the next day.
-- @within MysteriousManScreen
function MysteriousManScreen.stay_in_bed()
Day.increase()
state = STATE_DAY
day_timer = day_display_seconds
end
--- Starts the mysterious man screen.
--- @param[opt] options table Optional configuration.</br>
--- Fields: </br>
--- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
--- * skip_text (boolean) If true, skip the text phase and go straight to day display.<br/>
function MysteriousManScreen.start(options)
options = options or {}
day_timer = 0
text_done = false
text_done_timer = 0
selected_choice = 1
text = options.text or ASC_01_TEXT
text_y = Config.screen.height
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide()
trigger_flash_on_wake = not options.skip_text
if options.skip_text then
show_mysterious_screen = false
state = STATE_DAY
day_timer = day_display_seconds
else
show_mysterious_screen = true
state = STATE_TEXT
end
Util.go_to_screen_by_id("mysterious_man")
Window.set_current("game")
end
--- Sets the scrolling text content.
--- @param new_text string The text to display.
function MysteriousManScreen.set_text(new_text)
text = new_text
end
Screen.register({
id = "mysterious_man",
name = "Mysterious Man",
decisions = {},
background_color = Config.colors.black,
init = function()
Audio.music_play_mystery()
end,
exit = function()
Audio.music_stop()
end,
update = function()
if state == STATE_TEXT then
if not text_done then
text_y = text_y - (text_speed * Context.delta_time)
local lines = 1
for _ in string.gmatch(text, "\n") do
lines = lines + 1
end
if text_y < -lines * 8 or Input.select() then
text_done = true
text_done_timer = TEXT_DONE_HOLD_SECONDS
-- If skipped by user, go to day state immediately
if Input.select() then
MysteriousManScreen.go_to_day_state()
end
end
else
text_done_timer = text_done_timer - Context.delta_time
if text_done_timer <= 0 or Input.select() then
MysteriousManScreen.go_to_day_state()
-- to be continued
if 4 <= Ascension.get_level() then
Window.set_current("continued")
end
end
end
elseif state == STATE_DAY then
day_timer = day_timer - Context.delta_time
if day_timer <= 0 or Input.select() then
if trigger_flash_on_wake or Ascension.get_level() < 1 then
MysteriousManScreen.wake_up()
else
state = STATE_CHOICE
selected_choice = 1
end
end
elseif state == STATE_CHOICE then
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
local confirmed
selected_choice, confirmed = UI.update_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y)
if Input.select() or confirmed then
Audio.sfx_select()
if selected_choice == 1 then
MysteriousManScreen.wake_up()
else
MysteriousManScreen.stay_in_bed()
end
end
end
end,
draw = function()
if show_mysterious_screen then
MysteriousManScreen.draw_background()
end
if state == STATE_TEXT then
local screen_w = Config.screen.width
local line_y = text_y
for line in (text .. "\n"):gmatch("(.-)\n") do
local line_w = print(line, 0, -6, 0, false, 1)
local line_x = math.floor((screen_w - line_w) / 2)
Print.text_contour(line, (line_x - 8), line_y, Config.colors.black, false, 1)
line_y = line_y + 8
end
elseif state == STATE_DAY then
MysteriousManScreen.draw_day_switch_background()
local day_text = day_text_override or ("day " .. Context.day_count)
Print.text_center_contour(
day_text,
Config.screen.width / 2,
Config.screen.height / 2 - 3,
Config.colors.white
)
elseif state == STATE_CHOICE then
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
UI.draw_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y)
end
end,
})

View File

@@ -1,10 +1,50 @@
ScreenManager.register({ Screen.register({
id = "office", id = "office",
name = "Office", name = "Office",
decisions = { decisions = {
"play_button_mash", "do_work",
"play_rhythm",
"play_ddr",
"go_to_walking_to_home", "go_to_walking_to_home",
} "have_a_coffee",
},
init = function()
Audio.music_play_room_work()
Context.have_been_to_office = true
local possible_sprites = {
"dev_project_manager",
"dev_hr_girl",
"dev_introvert",
"dev_extrovert",
"dev_guru",
"dev_operator",
{id="dev_buddy", y_correct=1 * 8},
{id="dev_boy", y_correct=1 * 8},
{id="dev_girl", y_correct=1 * 8}
}
local possible_positions = {
{x = 6 * 8, y = 4 * 8},
{x = 10 * 8, y = 11 * 8 + 4},
{x = 12 * 8, y = 4 * 8},
{x = 15 * 8, y = 9 * 8},
{x = 16 * 8, y = 4 * 8},
{x = 17 * 8, y = 8 * 8},
{x = 17 * 8, y = 11 * 8},
{x = 20 * 8, y = 4 * 8},
{x = 23 * 8, y = 5 * 8},
{x = 22 * 8, y = 10 * 8 + 4},
{x = 27 * 8, y = 10 * 8 + 4},
{x = -4 + 5 * 8, y = 9 * 8}
}
Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
end,
background = "office",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8)
Sprite.draw_list(Context.office_sprites)
end
end
}) })

View File

@@ -1,7 +1,96 @@
ScreenManager.register({ Screen.register({
id = "toilet", id = "toilet",
name = "Toilet", name = "Toilet",
decisions = { decisions = {
"go_to_home", "go_to_home",
} },
background = "bedroom",
init = function()
Audio.music_play_mystery()
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.select() then
Focus.stop()
Context.stat_screen_active = false
Meter.show()
Util.go_to_screen_by_id("home")
end
end,
draw = function()
if not Context.stat_screen_active then return end
local sw = Config.screen.width
local cx = sw / 2
local norman_x = math.floor(sw * 0.75)
local norman_y = math.floor(Config.screen.height * 0.75)
local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
Sprite.draw_at("norman", norman_x, norman_y)
Print.text_center_contour("day " .. Context.day_count, cx, 10, Config.colors.black)
local narrative = "reflecting on my past and present...\nboth eventually flushed..."
local wrapped = UI.word_wrap(narrative, 38)
local text_y = 24
for _, line in ipairs(wrapped) do
Print.text_center_contour(line, cx, text_y, Config.colors.black)
text_y = text_y + 8
end
local m = Context.meters
local max_val = Meter.get_max()
local decay_pct = Meter.get_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier()
local ism_bm_combo_pct = math.floor((combo_mult - 1) * 100)
local wpm_combo_pct = math.floor((1 / combo_mult - 1) * 100 + 0.5)
local meter_start_y = text_y + 10
local meter_list = {
{ key = "wpm", label = "Work Productivity Meter", color = Meter.COLOR_WPM },
{ key = "ism", label = "Impostor Syndrome Meter", color = Meter.COLOR_ISM },
{ key = "bm", label = "Burnout Meter", color = Meter.COLOR_BM },
}
for i, meter in ipairs(meter_list) do
local y = meter_start_y + (i - 1) * 20
Print.text_center_contour(meter.label, cx, y, meter.color, false, 1, Config.colors.white)
local bar_y = y + 8
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
local mult_text
if meter.key == "wpm" then
mult_text = string.format("%+d%%", wpm_combo_pct)
else
mult_text = string.format("+%d%%", ism_bm_combo_pct)
end
local decay_w = print(decay_text, 0, -6, 0, false, 1)
Print.text_contour(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white)
Print.text_contour(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white)
end
if Ascension.get_level() > 0 then
local asc_y = meter_start_y + #meter_list * 20
local asc_letter_y = asc_y + 10
local asc_spacing = 8
local asc_total_w = Ascension.get_level() * asc_spacing
local asc_x = math.floor((sw - asc_total_w) / 2)
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
end
end,
}) })

View File

@@ -1,8 +1,19 @@
ScreenManager.register({ Screen.register({
id = "walking_to_home", id = "walking_to_home",
name = "Walking to home", name = "Walking to home",
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",
} },
init = function()
Audio.music_play_room_work()
end,
background = "street",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
end
end
}) })

View File

@@ -1,8 +1,45 @@
ScreenManager.register({ Screen.register({
id = "walking_to_office", id = "walking_to_office",
name = "Walking to office", name = "Walking to office",
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",
} "sumphore_discussion",
},
init = function()
Audio.music_play_room_work()
local possible_sprites = {
"matrix_trinity",
"matrix_neo",
{id="matrix_oraculum", y_correct=1 * 8},
"matrix_architect"
}
local possible_positions = {
{x = 5 * 8, y = 11 * 8},
{x = 7 * 8, y = 11 * 8},
{x = 9 * 8, y = 11 * 8},
{x = 11 * 8, y = 11 * 8},
{x = 13 * 8, y = 11 * 8},
{x = 15 * 8, y = 11 * 8},
{x = 18 * 8, y = 11 * 8},
{x = 21 * 8, y = 11 * 8},
{x = 24 * 8, y = 11 * 8},
{x = 27 * 8, y = 11 * 8},
}
Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
end,
background = "street",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
Sprite.draw_list(Context.walking_to_office_sprites)
end
end
}) })

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

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

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

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

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

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

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

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

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

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

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

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--- @section Sprite
local _sprites = {}
local _active_sprites = {}
local function draw_sprite_instance(sprite_data, params)
local colorkey = params.colorkey or sprite_data.colorkey or Config.colors.transparent
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
--- Registers a sprite definition.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
--- @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
--- Generates a sprites table for a rectangular composite sprite.
--- @within Sprite
--- @param width number The number of sprites wide.<br/>
--- @param height number The number of sprites tall.<br/>
--- @param starting_s number The sprite index of the top-left tile.<br/>
--- @param x_base number The base x-offset for the leftmost column.<br/>
--- @param y_base number The base y-offset for the topmost row.<br/>
--- @param x_step number The x-offset increment per column.<br/>
--- @param y_step number The y-offset increment per row.<br/>
--- @return table The sprites table array.
function Sprite.generate_table(width, height, starting_s, x_base, y_base, x_step, y_step)
local sprites = {}
for row = 0, height - 1 do
for col = 0, width - 1 do
local s = starting_s + row * 16 + col
local x_offset = x_base + col * x_step
local y_offset = y_base + row * y_step
table.insert(sprites, { s = s, x_offset = x_offset, y_offset = y_offset })
end
end
return sprites
end
--- Immediately draws a list of sprites
--- @within Sprite
--- @param sprite_list table An array of tables, each containing: `id` (string) sprite identifier, `x` (number) x-coordinate, `y` (number) y-coordinate, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` parameters.
function Sprite.draw_list(sprite_list)
for _, sprite_info in ipairs(sprite_list) do
local sprite_data = _sprites[sprite_info.id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. sprite_info.id)
else
draw_sprite_instance(sprite_data, sprite_info)
end
end
end
--- Given a list of sprite IDs (or sprite entries with correction offsets) and a list of possible positions, randomly assigns each sprite to a unique position and returns a drawable list.
--- @within Sprite
--- @param sprite_ids table An array of sprite identifier values or tables.
--- Each entry may be either:
--- - string: sprite ID to draw.
--- - table: { sprite_id = string, x_correct = number, y_correct = number }.
--- @param positions table An array of tables, each containing `x` and `y` fields for possible sprite positions.
function Sprite.list_randomize(sprite_ids, positions)
if #sprite_ids > #positions then
trace("Error: More sprite IDs than available positions in Sprite.draw_randomized")
return
end
local shuffled_positions = {}
for i, pos in ipairs(positions) do
shuffled_positions[i] = pos
end
for i = #shuffled_positions, 2, -1 do
local j = math.random(i)
shuffled_positions[i], shuffled_positions[j] = shuffled_positions[j], shuffled_positions[i]
end
local drawable_list = {}
for i, sprite_entry in ipairs(sprite_ids) do
local sprite_id = sprite_entry
local x_correct = 0
local y_correct = 0
if type(sprite_entry) == "table" then
sprite_id = sprite_entry.sprite_id or sprite_entry.id
x_correct = sprite_entry.x_correct or 0
y_correct = sprite_entry.y_correct or 0
end
local sprite_data = _sprites[sprite_id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. tostring(sprite_id))
else
local pos = shuffled_positions[i]
table.insert(drawable_list, {
id = sprite_id,
x = pos.x + x_correct,
y = pos.y + y_correct
})
end
end
return drawable_list
end
--- Schedules a sprite for drawing.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @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 a sprite immediately without scheduling it.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.draw_at(id, x, y, colorkey, scale, flip_x, flip_y, rot)
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. id)
return
end
draw_sprite_instance(sprite_data, {
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
})
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
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
if sprite_data then
draw_sprite_instance(sprite_data, params)
end
end
end

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

View File

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

View File

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

View File

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

View File

@@ -0,0 +1,23 @@
Sprite.register({
id = "norman",
sprites = {
{ s = 272, x_offset = -4, y_offset = -4 },
{ s = 273, x_offset = 4, y_offset = -4 },
{ s = 288, x_offset = -4, y_offset = 4 },
{ s = 289, x_offset = 4, y_offset = 4 },
{ s = 304, x_offset = -4, y_offset = 12 },
{ s = 305, x_offset = 4, y_offset = 12 }
}
})
Sprite.register({
id = "sleeping_norman",
sprites = {
{ s = 272, x_offset = 12, y_offset = -4, flip_y = 1 },
{ s = 273, x_offset = 12, y_offset = 4, flip_y = 1 },
{ s = 288, x_offset = 4, y_offset = -4, flip_y = 1 },
{ s = 289, x_offset = 4, y_offset = 4, flip_y = 1 },
{ s = 304, x_offset = -4, y_offset = -4, flip_y = 1 },
{ s = 305, x_offset = -4, y_offset = 4, flip_y = 1 }
}
})

View File

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

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

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--- @section AsciiArt
AsciiArt = {}
--- Draws ASCII art text using rectangles.
--- @param text string The ASCII art text to draw.
--- @param options table Configuration options (char_w, char_h, line_gap, word_gap, color, x, y).
function AsciiArt.draw(text, options)
options = options or {}
local char_w = options.char_w or 4
local char_h = options.char_h or 5
local line_gap = options.line_gap or 0
local word_gap = options.word_gap or 6
local color = options.color or Config.colors.light_blue
local lines = {}
local max_len = 0
-- Get all lines and find max length
for line in (text .. "\n"):gmatch("(.-)\n") do
table.insert(lines, line)
if #line > max_len then max_len = #line end
end
-- Clean up empty lines from the start/end
while #lines > 0 and lines[1]:gsub("%s+", "") == "" do table.remove(lines, 1) end
while #lines > 0 and lines[#lines]:gsub("%s+", "") == "" do table.remove(lines, #lines) end
if #lines == 0 then return end
local total_h = 0
for _, line in ipairs(lines) do
if line:find("#") then
total_h = total_h + char_h + line_gap
else
total_h = total_h + word_gap
end
end
total_h = total_h - line_gap
local current_y = options.y or (Config.screen.height - total_h) / 2
local x_offset = options.x or (Config.screen.width - (max_len * char_w)) / 2
for _, line in ipairs(lines) do
if line:find("#") then
for j = 1, #line do
local char = line:sub(j, j)
if char == "#" then
rect(x_offset + (j - 1) * char_w, current_y, char_w, char_h, color)
end
end
current_y = current_y + char_h + line_gap
else
current_y = current_y + word_gap
end
end
return {
x = x_offset,
y = options.y or (Config.screen.height - total_h) / 2,
width = max_len * char_w,
height = total_h,
bottom = (options.y or (Config.screen.height - total_h) / 2) + total_h
}
end

View File

@@ -1,16 +0,0 @@
-- Audio subsystem
function Audio.music_stop() music() end
function Audio.music_play_mainmenu() end
function Audio.music_play_wakingup() end
function Audio.music_play_room_morning() end
function Audio.music_play_room_street_1() end
function Audio.music_play_room_street_2() end
function Audio.music_play_room_() end
function Audio.music_play_room_work() end
function Audio.sfx_select() sfx(17, 'C-7', 30) end
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
function Audio.sfx_success() sfx(16, 'C-7', 60) end
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end

View File

@@ -1,24 +1,38 @@
-- Gamepad buttons --- @section Input
local INPUT_KEY_UP = 0 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 -- Z key local INPUT_KEY_A = 4
local INPUT_KEY_B = 5 -- X key local INPUT_KEY_B = 5
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_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 local INPUT_KEY_ENTER = 50
local INPUT_KEY_BACKSPACE = 51
--- Checks if Up is pressed.
--- @within Input
function Input.up() return btnp(INPUT_KEY_UP) end 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 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 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 function Input.right() return btnp(INPUT_KEY_RIGHT) end
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end --- Checks if Select is pressed.
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end --- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) or Mouse.clicked() end
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end --- Checks if Back is pressed.
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end --- @within Input
function Input.back() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Enter is pressed.
--- @within Input
function Input.enter() return keyp(INPUT_KEY_ENTER) end
--- Checks if Up is pressed or held (with repeat).
--- @within Input
function Input.up_repeat() return btnp(INPUT_KEY_UP, 20, 4) end
--- Checks if Down is pressed or held (with repeat).
--- @within Input
function Input.down_repeat() return btnp(INPUT_KEY_DOWN, 20, 4) end

View File

@@ -1,61 +1,45 @@
local STATE_HANDLERS = { --- @section Main
[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,
[WINDOW_AUDIOTEST] = function()
AudioTestWindow.update()
AudioTestWindow.draw()
end,
[WINDOW_MINIGAME_BUTTON_MASH] = function()
MinigameButtonMashWindow.update()
MinigameButtonMashWindow.draw()
end,
[WINDOW_MINIGAME_RHYTHM] = function()
MinigameRhythmWindow.update()
MinigameRhythmWindow.draw()
end,
[WINDOW_MINIGAME_DDR] = function()
MinigameDDRWindow.update()
MinigameDDRWindow.draw()
end,
}
local initialized_game = false 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() local function init_game()
if initialized_game then return end if initialized_game then return false end
Context.reset()
Window.set_current("intro_title") -- Set initial window using new manager
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
initialized_game = true initialized_game = true
return true
end end
--- Main game loop (TIC-80 callback).
--- @within Main
function TIC() function TIC()
init_game() init_game()
Mouse.update()
local now = time()
if Context.last_frame_time == 0 then
Context.delta_time = 0
else
Context.delta_time = (now - Context.last_frame_time) / 1000
end
Context.last_frame_time = now
cls(Config.colors.black) cls(Config.colors.black)
local handler = STATE_HANDLERS[Context.active_window] local handler = Window.get_current_handler() -- Get handler from Window manager
if handler then if handler then
handler() handler()
end end
Meter.update()
Timer.update()
Trigger.update()
Glitch.draw()
Ascension.update_fade()
if Context.game_in_progress then
Meter.draw()
Timer.draw()
end
Ascension.draw_flash()
end end

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

View File

@@ -1,15 +1,68 @@
--- 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) function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end if color == shadow_color then shadow_color = Config.colors.light_grey end
scale = scale or 1 scale = scale or 1
print(text, x + 1, y + 1, shadow_color, fixed, scale) print(text, x + scale, y + scale, shadow_color, fixed, scale)
print(text, x, y, color, fixed, scale) print(text, x, y, color, fixed, scale)
end end
--- Prints text with a contour (outline) instead of shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor (also used for outline thickness).<br/>
--- @param[opt] contour_color number Outline color; defaults to black; if equal to text color, uses white.<br/>
function Print.text_contour(text, x, y, color, fixed, scale, contour_color)
scale = scale or 1
local cc = contour_color
if cc == nil then cc = Config.colors.black end
if color == cc then cc = Config.colors.white end
local ox = { -scale, scale, 0, 0, -scale, scale, -scale, scale }
local oy = { 0, 0, -scale, scale, -scale, -scale, scale, scale }
for i = 1, 8 do
print(text, x + ox[i], y + oy[i], cc, fixed, scale)
end
print(text, x, y, color, fixed, scale)
end
--- 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) function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1 scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale) local text_width = print(text, 0, -6 * scale, 0, fixed, scale)
local centered_x = x - (text_width / 2) local centered_x = x - (text_width / 2)
Print.text(text, centered_x, y, color, fixed, scale) Print.text(text, centered_x, y, color, fixed, scale)
end end
--- Prints centered text with contour instead of shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate for centering.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] contour_color number Outline color; defaults to black; if equal to text color, uses white.<br/>
function Print.text_center_contour(text, x, y, color, fixed, scale, contour_color)
scale = scale or 1
local text_width = print(text, 0, -6 * scale, 0, fixed, scale)
local centered_x = x - (text_width / 2)
Print.text_contour(text, centered_x, y, color, fixed, scale, contour_color)
end

22
inc/system/system.rle.lua Normal file
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@@ -0,0 +1,22 @@
--- @section RLE
RLE = {}
--- Draws an RLE-encoded image.
--- @param runs table Array of run lengths.
--- @param values table Array of pixel values (colors).
function RLE.draw(img_values, img_runs)
local SCREEN_WIDTH=240
local SCREEN_HEIGHT=136
local val_i=0
local run=0
for y=0,SCREEN_HEIGHT-1 do
for x=0,SCREEN_WIDTH-1 do
if run==0 then
val_i=val_i+1
run=img_runs[val_i]
end
run=run-1
pix(x,y,img_values[val_i])
end
end
end

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