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160 Commits

Author SHA1 Message Date
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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Reviewed-on: #31
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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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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2026-02-21 22:35:23 +00:00
7e1dd28808 screen init, update, optional decision condition
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0b25ecc793 set window objects to global
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f08e4ad1d4 Merge pull request 'sprite handling' (#10) from feature/sprite-handling into master
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2026-02-21 22:13:31 +00:00
9ae6c12582 sprite handling
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4e35cd4bd3 Merge pull request 'situation handling' (#9) from feature/situation-handling into master
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2026-02-21 21:34:10 +00:00
ed2354b0fa situation handling
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7854dc8a9f situation handling
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3b9b67e2fa Merge pull request 'remove manager postfixes' (#8) from feature-remove-manager-postfixes into master
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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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2026-02-18 22:24:11 +00:00
Zoltan Timar
e0c3b446af fix: make lint
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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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0640964ee4 Merge pull request 'feature/background-manager' (#6) from feature/background-manager into master
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2026-02-18 18:29:51 +00:00
1cf09de1fb remove ai generated comments
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6303781534 tweaks
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e2bd1711c0 MapManager
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60a6c73a32 Merge pull request 'add precommit hook' (#5) from lint-recommit-hook into master
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2026-02-18 09:28:31 +00:00
c88562ae69 add precommit hook
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1d06376826 Merge pull request 'make lint target' (#4) from feature/linter into master
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2026-02-18 07:53:24 +00:00
7a57c15eeb header file path fix
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3922f51c8e linter fixes
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f589b9bbca make lint target
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3abe426e3a Merge pull request 'feature/refactor-npc-handling-to-desition-handling' (#3) from feature/refactor-npc-handling-to-desition-handling into master
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2026-02-17 20:58:47 +00:00
9eef8fd6e0 Util.go_to_screen_by_id
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0357eb415e desition and screen magement refactor 2026-02-17 21:54:49 +01:00
11b92f64d6 DesitionManager 2026-02-17 21:02:20 +01:00
d1720a0a50 named desition handler functions 2026-02-17 20:56:06 +01:00
31b98dcdf6 fix DesitionSelector arrows 2026-02-17 20:48:58 +01:00
ec84f23ad5 base loop 2026-02-17 20:45:57 +01:00
99b178262f DesitionSelector 2026-02-17 20:36:04 +01:00
d20ef85ceb rename action to desition 2026-02-17 20:26:42 +01:00
ef4876b083 remove npc and item handling 2026-02-17 20:23:11 +01:00
9a65891afa remove items and npcs 2026-02-17 16:51:30 +01:00
971acb02ca Merge branch 'master' of https://git.teletype.hu/games/impostor
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2026-02-16 22:13:30 +01:00
9fff21826b - added music/sfc subsystem\n- added basic audio\n- added music/sound test screen\n- added some basic vscode tasks 2026-02-16 22:10:53 +01:00
06d257a335 Merge pull request 'fix/imp-13-ddr-song-load' (#2) from fix/imp-13-ddr-song-load into master
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2026-02-16 14:15:19 +00:00
Zoltan Timar
f553b09004 fix: added minigames description to Gemini.md, fixed song end note, fixed custom songs not loading, added another test song
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facf37dc96 Merge pull request 'feature/imp-13-minigames' (#1) from feature/imp-13-minigames into master
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2026-02-12 22:05:11 +00:00
bbe24cebf2 Merge branch 'master' into feature/imp-13-minigames
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5872a27535 Makefile update
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cd279803ac Makefile update
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2026-02-12 20:12:25 +01:00
Zoltan Timar
c9db82cce7 feat: added minigames (button_mash, rhythm, ddr), correction in makefiles readline, placed games in init.context
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2026-02-12 16:31:03 +01:00
3dc28849c4 #24 Assets Import-export fix
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2026-01-29 23:21:00 +01:00
8a6214e893 restore asset constants
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2026-01-29 21:49:18 +01:00
116 changed files with 5341 additions and 1116 deletions

4
.gitignore vendored
View File

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

78
.luacheckrc Normal file
View File

@@ -0,0 +1,78 @@
-- .luacheckrc
-- Configuration for luacheck
globals = {
"Focus",
"Day",
"Timer",
"Glitch",
"Trigger",
"Discussion",
"Util",
"Decision",
"Situation",
"Screen",
"Sprite",
"UI",
"Print",
"Input",
"Audio",
"AsciiArt",
"Ascension",
"Config",
"Context",
"Meter",
"Minigame",
"Window",
"ContinuedWindow",
"TTGIntroWindow",
"BriefIntroWindow",
"TitleIntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ConfigurationWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"MysteriousManWindow",
"DiscussionWindow",
"EndWindow",
"mset",
"mget",
"btnp",
"keyp",
"music",
"sfx",
"spr",
"rect",
"rectb",
"circ",
"circb",
"cls",
"tri",
"pix",
"line",
"Songs",
"frame_from_beat",
"beats_to_pattern",
"MapBedroom",
"TIC",
"exit",
"trace",
"index_menu",
"Map",
"map",
}
-- Exclude certain warnings globally
exclude_warnings = {
"undefined_global", -- Will be covered by 'globals' table
"redefined_loop_variable", -- Common in Lua for iterators
}
-- Options for unused variables
std = "lua51" -- Assuming Lua 5.1, common for TIC-80

19
.vscode/settings.json vendored
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@@ -14,6 +14,21 @@
"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": [
"${workspaceFolder}/sources/poky/bitbake/lib",
"${workspaceFolder}/sources/poky/meta/lib"
],
"python.analysis.extraPaths": [
"${workspaceFolder}/sources/poky/bitbake/lib",
"${workspaceFolder}/sources/poky/meta/lib"
],
"files.associations": {
"*.conf": "bitbake",
"*.inc": "bitbake"
}
} }

34
.vscode/tasks.json vendored Normal file
View File

@@ -0,0 +1,34 @@
{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "Run TIC80",
"type": "shell",
"command": "tic80 --fs=. impostor.lua",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
},
{
"label": "Build & Run TIC80",
"type": "shell",
"command": "make clean && make build && tic80 --fs=. impostor.lua",
"problemMatcher": []
},
{
"label": "Export assets",
"type": "shell",
"command": "make export_assets",
"problemMatcher": []
},
{
"label": "Make build",
"type": "shell",
"command": "make build"
}
]
}

View File

@@ -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
@@ -23,12 +48,12 @@ 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:

103
GEMINI.md
View File

@@ -52,3 +52,106 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
## Agent Directives ## Agent Directives
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user. - **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
---
# Impostor Minigame Documentation
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
## Table of Contents
- [Overview](#overview)
- [Button Mash Minigame](#button-mash-minigame)
- [Rhythm Minigame](#rhythm-minigame)
- [DDR Minigame](#ddr-minigame)
- [Integration Guide](#integration-guide)
- [Common Features](#common-features)
---
## Overview
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
- **Overlay rendering** - Minigame render over the current game window
- **Progress tracking** - Visual indicators show completion status
- **Return mechanism** - Automatic return to the calling window upon completion
- **Visual feedback** - Button presses and hits are visually indicated
---
## Button Mash Minigame
**File**: `inc/window/window.minigame.mash.lua`
### Description
A fast-paced minigame where the player must repeatedly press the Z button to fill a progress bar. The bar automatically degrades over time, and the degradation rate increases as the bar fills up, creating increasing difficulty.
### Gameplay Mechanics
- **Objective**: Fill the progress bar to 100% by pressing Z repeatedly
- **Challenge**: The bar degrades automatically, with degradation increasing as it fills
- **Win Condition**: Bar reaches 100%
- **No Fail State**: Player can keep trying until successful
### Visual Elements
#### Simple sketch
![button_mash.png](/button_mash.png)
```
Progress Bar (200x12px at 20,10):
┌────────────────────────────────────┐
│████████████████░░░░░░░░░░░░░░ 45%│
└────────────────────────────────────┘
Button Indicator (Bottom):
╔═══╗
║ Z ║ ← Press repeatedly!
╚═══╝
Text: "MASH Z!"
```
#### Configuration Parameters
```lua
bar_fill = 0 -- Current fill level (0-100)
max_fill = 100 -- Target fill level
fill_per_press = 8 -- Points gained per button press
base_degradation = 0.15 -- Base degradation per frame
degradation_multiplier = 0.006 -- Increases degradation with bar fill
button_press_duration = 8 -- Visual feedback duration (frames)
```
#### Usage Example
```lua
-- Start button mash minigame
MinigameButtonMashWindow.start(WINDOW_GAME)
-- Or from any window
MinigameButtonMashWindow.start(WINDOW_POPUP)
```
#### Color Coding
- **Green**: Low fill (0-33%)
- **Medium (NPC color)**: Medium fill (34-66%)
- **Yellow (Item color)**: High fill (67-100%)
---
## Rhythm Minigame
**File**: `inc/window/window.minigame.rhythm.lua`
### Description
A timing-based minigame where the player must press Z when a moving line crosses a green target zone. The target zone shrinks with each successful hit, making the game progressively more challenging.
### Gameplay Mechanics
- **Objective**: Score 10 points by timing button presses correctly

211
Makefile
View File

@@ -6,13 +6,22 @@ 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))
ASSETS_LUA = inc/meta/meta.assets.lua ASSETS_LUA = inc/meta/meta.assets.lua
ASSETS_DIR = assets
ASSET_TYPES = tiles sprites sfx music
LINT_TMP_LUA := /tmp/_lint_combined.lua
LINT_TMP_MAP := /tmp/_lint_map.txt
# CI/CD variables # CI/CD variables
VERSION_FILE = .version VERSION_FILE = .version
@@ -21,20 +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)
@while read f; do \ @sed 's/\r$$//' $(ORDER) | while read f; do \
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \ cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
echo "" >> $(OUTPUT); \ echo "" >> $(OUTPUT); \
done < $(ORDER) done
export: build download-minify:
@test -f $(MINIFY) || { echo "==> Downloading $(MINIFY)"; curl -fsSL $(MINIFY_URL) -o $(MINIFY); }
minify: build download-minify
@echo "==> Minifying $(OUTPUT)"
@cp $(OUTPUT) $(OUTPUT_ORIGINAL)
@lua $(MINIFY) minify $(OUTPUT_ORIGINAL) > $(OUTPUT)
export: minify
@if [ -z "$(VERSION)" ]; then \ @if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; \ echo "ERROR: VERSION not set!"; \
exit 1; \ exit 1; \
@@ -53,63 +68,193 @@ export: build
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true @ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch: watch:
make build $(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
import_assets: import_assets: build
@for t in $(ASSET_TYPES); do \ @TIC_CMD="load $(OUTPUT) &"; \
for t in $(ASSET_TYPES); do \
for f in $(ASSETS_DIR)/$$t/*.png; do \ for f in $(ASSETS_DIR)/$$t/*.png; do \
[ -e "$$f" ] || continue; \ [ -e "$$f" ] || continue; \
echo "==> Importing $$f as $$t..."; \ echo "==> Importing $$f as $$t..."; \
tic80 --cli --skip --fs=. --cmd="import $$t $$f & exit"; \ TIC_CMD="$${TIC_CMD} & import $$t $$f"; \
done; \ done; \
done done; \
TIC_CMD="$$TIC_CMD save & exit"; \
echo $$TIC_CMD; \
tic80 --cli --skip --fs=. --cmd="$$TIC_CMD"
export_assets: build # export helper function
define f_export_asset_awk
cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3)
endef
lint:
@echo "==> Merging..."
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
@touch $(LINT_TMP_LUA)
@line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \
f=$$(printf '%s' "$$f" | tr -d '\r'); \
[ -z "$$f" ] && continue; \
before=$$(wc -l < $(LINT_TMP_LUA)); \
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
printf '\n' >> $(LINT_TMP_LUA); \
after=$$(wc -l < $(LINT_TMP_LUA)); \
linecount=$$((after - before)); \
echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \
line=$$((line + linecount)); \
done < $(ORDER)
@echo "==> luacheck..."
@LINT_OUTPUT=$$(luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
BEGIN { \
NR_map = 0; \
while ((getline line < map) > 0) { \
n = split(line, a, " "); \
start[NR_map] = a[1]+0; \
count[NR_map] = a[2]+0; \
fname[NR_map] = a[3]; \
NR_map++; \
} \
} \
/^[^:]+:[0-9]+:[0-9]+:/ { \
colon1 = index($$0, ":"); \
rest1 = substr($$0, colon1+1); \
colon2 = index(rest1, ":"); \
absline = substr(rest1, 1, colon2-1) + 0; \
rest2 = substr(rest1, colon2+1); \
colon3 = index(rest2, ":"); \
col = substr(rest2, 1, colon3-1); \
rest = substr(rest2, colon3); \
found = 0; \
for (i = 0; i < NR_map; i++) { \
end_line = start[i] + count[i] -1; \
if (absline >= start[i] && absline <= end_line) { \
relline = absline - start[i] + 1; \
print fname[i] ":" relline ":" col ":" rest; \
found = 1; \
break; \
} \
} \
if (!found) print $$0; \
next; \
} \
{ print } \
'); \
echo "$$LINT_OUTPUT"; \
NUM_ISSUES=$$(echo "$$LINT_OUTPUT" | grep -cE "^[^:]+:[0-9]+:[0-9]+:"); \
if [ "$$NUM_ISSUES" -gt 0 ]; then \
echo "Total: $$NUM_ISSUES issue(s) found, commit aborted."; \
exit 1; \
else \
echo "Checking /tmp/_lint_combined.lua OK"; \
echo "Total: 0 warnings / 0 errors in 1 file"; \
fi
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
export_assets:
# $(OUTPUT) would be a circular dependency
@test -e $(OUTPUT)
@echo "==> Exporting TIC-80 asset sections" @echo "==> Exporting TIC-80 asset sections"
@mkdir -p inc/meta @mkdir -p inc/meta
@sed -n '/^-- <PALETTE>/,/^-- <\/PALETTE>/p;\ @echo -n '' > $(ASSETS_LUA)
/^-- <TILES>/,/^-- <\/TILES>/p;\ @$(call f_export_asset_awk,PALETTE,$(OUTPUT),$(ASSETS_LUA))
/^-- <SPRITES>/,/^-- <\/SPRITES>/p;\ @$(call f_export_asset_awk,TILES,$(OUTPUT),$(ASSETS_LUA))
/^-- <MAP>/,/^-- <\/MAP>/p;\ @$(call f_export_asset_awk,SPRITES,$(OUTPUT),$(ASSETS_LUA))
/^-- <SFX>/,/^-- <\/SFX>/p;\ @$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
/^-- <MUSIC>/,/^-- <\/MUSIC>/p' \ @$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA))
$(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 install_precommit_hook:
@echo "Installing Git pre-commit hook (lint check)..."
@mkdir -p .git/hooks
@printf '#!/bin/bash\n' > .git/hooks/pre-commit
@printf 'echo "Running lint before commit..."\n' >> .git/hooks/pre-commit
@printf 'make lint\n' >> .git/hooks/pre-commit
@printf 'if [ $$? -ne 0 ]; then\n' >> .git/hooks/pre-commit
@printf ' echo "Lint failed! Commit aborted."\n' >> .git/hooks/pre-commit
@printf ' exit 1\n' >> .git/hooks/pre-commit
@printf 'fi\n' >> .git/hooks/pre-commit
@chmod +x .git/hooks/pre-commit
@echo "Pre-commit hook installed successfully."
docs: build
@echo "==> Checking for ldoc..."
@if ! command -v ldoc &> /dev/null; then \
echo "ldoc not found, attempting to install with luarocks..."; \
if command -v luarocks &> /dev/null; then \
luarocks install ldoc; \
else \
echo "Error: luarocks not found. Please install luarocks and then ldoc manually."; \
exit 1; \
fi; \
fi
@echo "==> Running ldoc..."
@ldoc ${OUTPUT} -d docs
@echo "==> Documentation generated."
# -----------------------------------------
# CI/CD Pipeline targets
# -----------------------------------------
ci-version: ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \ @VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \ BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \ if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
VERSION=dev-$$VERSION-$$BRANCH; \ VERSION=dev-$$VERSION-$$BRANCH; \
fi; \ fi; \
echo "VERSION is: $$VERSION"; \ echo "VERSION is: $$VERSION"; \
echo $$VERSION > $(VERSION_FILE) 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)-$$VERSION-docs.zip $(PROJECT)-docs.zip; \
echo "==> Docs zip created"
ci-export: ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \ @VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Building and exporting version $$VERSION"; \ echo "==> Exporting HTML for version $$VERSION"; \
$(MAKE) export VERSION=$$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)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
ci-upload: ci-artifact:
@VERSION=$$(cat $(VERSION_FILE)); \ @VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Uploading artifacts for version $$VERSION"; \ echo "==> Uploading artifacts for version $$VERSION"; \
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true; \
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \ cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
FILE_LUA=$(PROJECT)-$$VERSION.lua; \
FILE_TIC=$(PROJECT)-$$VERSION.tic; \
FILE_HTML_ZIP=$(PROJECT)-$$VERSION.html.zip; \
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \ SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) $$FILE_LUA $$FILE_TIC $$FILE_HTML_ZIP $$SCP_TARGET sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \
$(PROJECT)-$$VERSION.lua \
$(PROJECT)-$$VERSION.tic \
$(PROJECT)-$$VERSION.html.zip \
$(PROJECT)-$$VERSION-docs.zip \
$$SCP_TARGET
ci-update: ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \ @VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Triggering update for version $$VERSION"; \ echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION" curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
.PHONY: all build export watch import_assets export_assets clean ci-version ci-export ci-upload ci-update .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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0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa

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@@ -1,19 +1,83 @@
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.windows.lua init/init.ascension.lua
init/init.context.lua init/init.context.lua
system/system.util.lua
system/system.print.lua system/system.print.lua
entity/entity.npc.lua
entity/entity.item.lua
system/system.input.lua system/system.input.lua
system/system.asciiart.lua
logic/logic.meter.lua
logic/logic.focus.lua
logic/logic.day.lua
logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua
logic/logic.glitch.lua
logic/logic.discussion.lua
system/system.ui.lua system/system.ui.lua
audio/audio.manager.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
situation/situation.manager.lua
situation/situation.drink_coffee.lua
decision/decision.manager.lua
decision/decision.have_a_coffee.lua
decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua
decision/decision.go_to_office.lua
decision/decision.go_to_end.lua
decision/decision.go_to_walking_to_home.lua
decision/decision.go_to_sleep.lua
decision/decision.do_work.lua
decision/decision.start_discussion.lua
discussion/discussion.sumphore.lua
map/map.manager.lua
map/map.bedroom.lua map/map.bedroom.lua
window/window.splash.lua map/map.street.lua
window/window.intro.lua map/map.office.lua
screen/screen.manager.lua
screen/screen.home.lua
screen/screen.toilet.lua
screen/screen.walking_to_office.lua
screen/screen.office.lua
screen/screen.walking_to_home.lua
screen/screen.work.lua
screen/screen.mysterious_man.lua
window/window.manager.lua
window/window.register.lua
window/window.end.lua
window/window.intro.title.lua
window/window.intro.ttg.lua
window/window.intro.brief.lua
window/window.menu.lua window/window.menu.lua
window/window.configuration.lua window/window.configuration.lua
window/window.audiotest.lua
window/window.popup.lua window/window.popup.lua
window/window.minigame.mash.lua
window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua
window/window.mysterious_man.lua
window/window.discussion.lua
window/window.continued.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

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@@ -0,0 +1,48 @@
--- @section Audio
--- Stops current music.
--- @within Audio
function Audio.music_stop() music() end
--- Plays main menu music.
--- @within Audio
function Audio.music_play_mainmenu() end
--- Plays waking up music.
--- @within Audio
function Audio.music_play_wakingup() end
--- Plays room morning music.
--- @within Audio
function Audio.music_play_room_morning() end
--- Plays room street 1 music.
--- @within Audio
function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
--- @within Audio
function Audio.music_play_room_street_2() end
--- Plays room music.
--- @within Audio
function Audio.music_play_room_() end
--- Plays room work music.
--- @within Audio
function Audio.music_play_room_work() music(0) end
--- Plays activity work music.
--- @within Audio
function Audio.music_play_activity_work() music(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(61) end

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

View File

@@ -0,0 +1,15 @@
Decision.register({
id = "do_work",
label = "Do Work",
handle = function()
Meter.hide()
Util.go_to_screen_by_id("work")
MinigameDDRWindow.start("game", nil, {
on_win = function()
Meter.show()
Util.go_to_screen_by_id("office")
Window.set_current("game")
end,
})
end,
})

View File

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

View File

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

View File

@@ -0,0 +1,17 @@
Decision.register({
id = "go_to_sleep",
label = "Go to Sleep",
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()
MysteriousManWindow.start({ skip_text = not ascended })
end,
})
end,
})

View File

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

View File

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

View File

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

View File

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

View File

@@ -0,0 +1,146 @@
--- @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
Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text_center(decision_label, Config.screen.width / 2, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
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.
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
return selected_decision_index
end

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@@ -0,0 +1,12 @@
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,
})
end,
})

View File

@@ -0,0 +1,5 @@
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 +1,18 @@
Decision.register({
id = "start_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")
elseif Ascension.get_level() == 0 then
Discussion.start("homeless_guy", "game", 4)
else
Discussion.start("sumphore_day_3", "game")
end
end,
})

View File

@@ -0,0 +1,61 @@
Discussion.register({
id = "sumphore_day_3",
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 = "homeless_guy",
steps = {
{
question = "Sup bro, how are you?",
answers = {
{ label = "I'm doing great, thanks!", next_step = 2 },
{ label = "Not as good as you", next_step = nil },
},
},
{
question = "What's your name?",
answers = {
{ label = "Norman Reds, nice to meet you.", next_step = 3 },
{ label = "Mom told me not to talk to strangers.", next_step = nil },
},
},
{
question = "That name ... could it be? I know a guy with that name...",
answers = {
{ label = "Never met you before.", next_step = 4 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "My name is Sumphore, nice to meet you.",
answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
Context.have_met_sumphore = true
end },
},
},
{
question = "You're a good guy, I can tell. You abide by the rules. Life would be so much easier if more people were like you ...",
answers = {
{ label = "Thanks, I try my best.", next_step = nil },
},
},
},
})

View File

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

View File

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

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(ch, x + (i - 1) * spacing, y, color, false, 1, true)
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

@@ -1,49 +1,57 @@
local DEFAULT_CONFIG = { Config = {}
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
green = 6,
npc = 8,
item = 12 -- yellow
},
player = {
sprite_id = 1
},
timing = {
splash_duration = 120
}
}
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
},
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_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
--- @within Config
function Config.save() function Config.save()
-- Save physics settings mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
end end
--- Loads saved configuration.
--- @within Config
function Config.load() function Config.load()
Config.restore_defaults() if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
-- Check if config has been saved before using a magic value return
else
Config.reset()
end
end end
function Config.restore_defaults()
-- Any other configurable items should be reset here
end
-- Load configuration on startup
Config.load() Config.load()

View File

@@ -2,421 +2,139 @@ 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_PLAYER_X_ADDRESS = 1 --- Global game context.
local SAVE_GAME_PLAYER_Y_ADDRESS = 2 --- @section Context
local SAVE_GAME_PLAYER_VX_ADDRESS = 3 Context = {}
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
local SAVE_GAME_selectS_ADDRESS = 5
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
local VX_VY_OFFSET = 128 -- Offset for negative velocities --- Gets initial data for Context.
--- @within Context
-- Helper for deep copying tables --- @return result table Initial context data or nil. </br>
local function clone_table(t) --- Fields: </br>
local copy = {} --- * current_menu_item (number) Index of the currently selected menu item.<br/>
for k, v in pairs(t) do --- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
if type(v) == "table" then --- * game_in_progress (boolean) Whether a game is currently active.<br/>
copy[k] = clone_table(v) --- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
else --- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
copy[k] = v --- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
end --- * meters (table) Meter values (see Meter.get_initial).<br/>
end --- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
return copy --- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
end --- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
-- This function returns a table containing only the initial *data* for Context --- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
local function get_initial_data() function Context.initial_data()
return { return {
active_window = WINDOW_SPLASH, current_menu_item = 1,
intro = { popup = {
y = Config.screen.height, show = false,
speed = 0.5, content = {}
text = "Norman Reds everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
}, },
current_screen = 1, game_in_progress = false,
splash_timer = Config.timing.splash_duration, stat_screen_active = false,
dialog = { minigame_ddr = {},
text = "", minigame_button_mash = {},
menu_items = {}, minigame_rhythm = {},
selected_menu_item = 1, meters = Meter.get_initial(),
active_entity = nil, ascension = Ascension.get_initial(),
showing_description = false, timer = Timer.get_initial(),
current_node_key = nil triggers = {},
home_norman_visible = false,
have_met_sumphore = false,
game = {
current_screen = "home",
current_situation = nil,
}, },
player = { day_count = 1,
sprite_id = Config.player.sprite_id glitch = {
enabled = false,
state = "active",
timer = 0,
}, },
ground = { _end = {
x = 0, state = "choice",
y = Config.screen.height, selection = 1,
w = Config.screen.width, },
h = 8 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,
game_in_progress = false, -- New flag
screens = clone_table({
{
-- Screen 1
name = "Screen 1",
npcs = {
{
name = "Trinity",
sprite_id = 2,
dialog = {
start = {
text = "Hello, Neo.",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "My name is not Neo.", next_node = "not_neo"},
{label = "...", next_node = "silent"}
}
},
who_are_you = {
text = "I am Trinity. I've been looking for you.",
options = {
{label = "The famous hacker?", next_node = "famous_hacker"},
{label = "Why me?", next_node = "why_me"}
}
},
not_neo = {
text = "I know. But you will be.",
options = {
{label = "What are you talking about?", next_node = "who_are_you"}
}
},
silent = {
text = "You're not much of a talker, are you?",
options = {
{label = "I guess not.", next_node = "dialog_end"}
}
},
famous_hacker = {
text = "The one and only.",
options = {
{label = "Wow.", next_node = "dialog_end"}
}
},
why_me = {
text = "Morpheus believes you are The One.",
options = {
{label = "The One?", next_node = "the_one"}
}
},
the_one = {
text = "The one who will save us all.",
options = {
{label = "I'm just a programmer.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "We'll talk later.",
options = {} -- No options, ends conversation
}
}
},
{
name = "Oracle",
sprite_id = 3,
dialog = {
start = {
text = "I know what you're thinking. 'Am I in the right place?'",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "I guess I am.", next_node = "you_are"}
}
},
who_are_are = {
text = "I'm the Oracle. And you're right on time. Want a cookie?",
options = {
{label = "Sure.", next_node = "cookie"},
{label = "No, thank you.", next_node = "no_cookie"}
}
},
you_are = {
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
options = {
{label = "Yes, please.", next_node = "cookie"},
{label = "I'm good.", next_node = "no_cookie"}
}
},
cookie = {
text = "Here you go. Now, what's really on your mind?",
options = {
{label = "Am I The One?", next_node = "the_one"},
{label = "What is the Matrix?", next_node = "the_matrix"}
}
},
no_cookie = {
text = "Suit yourself. Now, what's troubling you?",
options = {
{label = "Am I The One?", next_node = "the_one"},
{label = "What is the Matrix?", next_node = "the_matrix"}
}
},
the_one = {
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
options = {
{label = "So I'm not?", next_node = "dialog_end"}
}
},
the_matrix = {
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
options = {
{label = "I see.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "You have to understand, most of these people are not ready to be unplugged.",
options = {}
}
}
}
},
items = {
{
name = "Key",
sprite_id = 4,
desc = "A rusty old key. It might open something."
}
}
},
{
-- Screen 2
name = "Screen 2",
npcs = {
{
name = "Morpheus",
sprite_id = 5,
dialog = {
start = {
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
options = {
{label = "It's an honor to meet you.", next_node = "honor"},
{label = "You've been looking for me.", next_node = "looking_for_me"}
}
},
honor = {
text = "No, the honor is mine.",
options = {
{label = "What is this place?", next_node = "what_is_this_place"}
}
},
looking_for_me = {
text = "I have. For some time.",
options = {
{label = "What is this place?", next_node = "what_is_this_place"}
}
},
what_is_this_place = {
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
options = {
{label = "Right.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "I've been waiting for you, Neo. We have much to discuss.",
options = {} -- Ends conversation
}
}
},
{
name = "Tank",
sprite_id = 6,
dialog = {
start = {
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
options = {
{label = "Good to meet you.", next_node = "good_to_meet_you"},
{label = "This place is incredible.", next_node = "incredible"}
}
},
good_to_meet_you = {
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
options = {
{label = "Training?", next_node = "training"},
{label = "I'm good for now.", next_node = "dialog_end"}
}
},
incredible = {
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
options = {
{label = "Show me.", next_node = "training"}
}
},
training = {
text = "Jujitsu? Kung Fu? How about... all of them?",
options = {
{label = "All of them.", next_node = "all_of_them"}
}
},
all_of_them = {
text = "Operator, load the combat training program.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Just holler if you need anything. Anything at all.",
options = {}
}
}
}
},
items = {
{
name = "Potion",
sprite_id = 7,
desc = "A glowing red potion. It looks potent."
}
}
},
{
-- Screen 3
name = "Screen 3",
npcs = {
{
name = "Agent Smith",
sprite_id = 8,
dialog = {
start = {
text = "Mr. Anderson. We've been expecting you.",
options = {
{label = "My name is Neo.", next_node = "name_is_neo"},
{label = "...", next_node = "silent"}
}
},
name_is_neo = {
text = "Whatever you say. You're here for a reason.",
options = {
{label = "What reason?", next_node = "what_reason"}
}
},
silent = {
text = "The silent type. It doesn't matter. You are an anomaly.",
options = {
{label = "What do you want?", next_node = "what_reason"}
}
},
what_reason = {
text = "To be deleted. The system has no place for your kind.",
options = {
{label = "I won't let you.", next_node = "wont_let_you"}
}
},
wont_let_you = {
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
dialog_end = {
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
options = {}
}
}
},
{
name = "Cypher",
sprite_id = 9,
dialog = {
start = {
text = "Well, well. The new messiah. Welcome to the real world.",
options = {
{label = "You don't seem happy.", next_node = "not_happy"},
{label = "...", next_node = "silent"}
}
},
not_happy = {
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
options = {
{label = "For freedom.", next_node = "freedom"}
}
},
silent = {
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
options = {
{label = "Sure.", next_node = "drink"},
{label = "No thanks.", next_node = "no_drink"}
}
},
drink = {
text = "Good stuff. The little things you miss, you know? Like a good steak.",
options = {
{label = "I guess.", next_node = "dialog_end"}
}
},
no_drink = {
text = "Your loss. More for me.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
freedom = {
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
options = {
{label = "He's our leader.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Just be careful who you trust.",
options = {}
}
}
}
},
items = {}
}
})
} }
end 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
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()
MysteriousManWindow.start({
text = [[
Norman was never a bad
simulation engineer, but
we need to be careful in
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,
on_win = function()
Audio.music_play_wakingup()
Context.home_norman_visible = true
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

20
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Window = {}
Util = {}
Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}
Focus = {}
Day = {}
Timer = {}
Trigger = {}
Discussion = {}
AsciiArt = {}
Ascension = {}

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

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@@ -1,6 +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

31
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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
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()
if Context.day_count == 3 then
Ascension.increase()
end
end)

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

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--- @section 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

158
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--- @section Meter
local METER_MAX = 1000
local METER_DEFAULT = 500
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.red
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- 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 = METER_DEFAULT,
wpm = METER_DEFAULT,
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
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
--- Called on minigame completion.
--- @within Meter
function Meter.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
Meter.add("wpm", gain)
Meter.add("ism", gain)
Meter.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end
--- 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 bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 1
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x, ascension_y, { spacing = 5 })
end

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-- Manages minigame configurations and initial states.
--- @section Minigame
--- Draws a unified win message overlay.
--- @within Minigame
function Minigame.draw_win_overlay()
local text = "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
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(text, Config.screen.width / 2, box_y + padding, Config.colors.white)
end

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

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

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

@@ -1,3 +1,442 @@
-- <PALETTE> -- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa
-- </PALETTE> -- </PALETTE>
-- <TILES>
-- 000:00000000c666666006606060c636366006606060c606366006666660c0000000
-- 001:0000000006666666060600600666666606000600066666660633633300000000
-- 002:0000000066666666006000066666666660060006666666666333363300000000
-- 004:1111111111111111111111111111111111111111111111111111111111111111
-- 005:1111111111111111111111111111111111111111111111111111111100000000
-- 006:0222222200010010033055010130150603305501013015060330550100000000
-- 007:2222222001022220601022206001022060201020602201006022201000000000
-- 008:0000000003330333033303330333000003330111033301110333011103330111
-- 009:0000000033333333333333330000000011100111111001111110011111100111
-- 010:0000000033303330333033300000333011103330111033301110333011103330
-- 011:111111111111111111111100111110a511110a51111015a51101515111000000
-- 012:111111111111111101111111101111115a01111115a011115151011100000111
-- 013:1000000004444444044444440444444404444444044444440444444404444444
-- 014:0000000144444240444424204444424044442420444442404444242044444240
-- 015:0000000004244444024444440424400002444444042424240242424200000000
-- 016:000000004444442044444240c004442044444240e424242042424240c0000000
-- 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
-- 032:22222220c10012203033022030130220303302203013022030330220c0000000
-- 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
-- 048:111111111111111111111111c000100022220444e222044422220444e2220444
-- 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
-- 080:09191990c991990209199020c999020209902020c902020200202020c0000000
-- 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
-- 096:00000000c111111100000000c106666601051555c105155501056555c0066611
-- 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
-- 112:11111111111111111111111111111111111111111111111111110111c0004000
-- 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
-- 129:0000000077777770000000702222207022222070222220702222207022222070
-- 130:3000000300ffff000ddddff00dddddf00dddddf00dddddf000dddd0000000000
-- 131:0555555505555555055555550555555500000000050b88880508b88b000b8b88
-- 132:555555555555555555555555555555550000000088bb88888b88b88bb88b8b88
-- 133:555555505555555055555550555555500000000088bb80508b88b050b88b8000
-- 134:0703333307033333070333330703333307033333070333330703333307033333
-- 135:3333333033333330333333303333333033333330333333303333333033333330
-- 136:2222207022222070222220702222207022222070222220702222207022222070
-- 137:4444444444444444444444444444444444444444444444444444444444444444
-- 138:4442222244422222444222224442222244422222444222224442222244422222
-- 139:0000000000bbbb0008888bb0088888b0088888b0088888b00088880030000003
-- 140:0000000007777777076666770767776707677776076777760767777607766667
-- 141:0000000077777770777777707777777077777770777777777677777777777777
-- 142:0000000066666666666666666666666600000000777777777777777777777777
-- 143:0000000066666070666660706666607000000070777777707777777077777770
-- 144:1a80088be2800b8822800888e280088b22800b88e220022221a001a2ea100a12
-- 145:88888888b88b8b888b8888b8888b888888888b8b12222222a1a1a1a21a1a1a12
-- 146:0776777707767777077677770776777707677777076777770777777700000000
-- 147:7677666676777776767777677677767767776777677666667777777700000000
-- 148:7766667777777677777767767776777677677776766666767777777700000000
-- 149:7667777067767770777767706666677077776770777767707777777000000000
-- 150:2220022222200222222002222220022222200222222002222220022222200222
-- 151:1a12222222a222222212222222a222222212222222222222a1a1a1a21a1a1a12
-- 152:2222222222222222222222222222222222222222444444444444444444444444
-- 153:222002222220022222200222222002222220022212200222a000000200000000
-- 154:222222222222222222222222222222222222222212222222a1a1a1a21a1a1a12
-- 155:11111000111100331110a033110a903310a9a0330a9a903309a9a0330a9a9033
-- 156:0000000033333333333333333333333333333333333333333333333333333333
-- 157:000000000a9a9a9a09a9a9a90a9a9a9a09a9a9a90a9a9a9a09a9a9a90a9a9a9a
-- 158:001111119a001111a9a904449a9a9004a9a9a9a09a9a9a9aa9a9a9a99a9a9a9a
-- 159:111111111111111111111111111111111111111100111111090111110a900111
-- 160:1111111111111111444444444444444444444444444444441111111111111111
-- 161:09a9a0330a9a903309a9a0330000000003333333033333330333333303333333
-- 162:3333333333333333333333330000000033333333333333333000000301111110
-- 163:3333333333333333333333330000000033333333333333333333333333333333
-- 164:09a9a9a90a9a9a9a09a9a9a90000000003333333033333330333333303333333
-- 165:a9a9a9a99a9a9a9aa9a9a9a90000000033333333333333333333333333333333
-- 166:09a9a0110a9a9a0109a9a9a00000000033333333333333333000000301111110
-- 167:1111111111111111111111110011111133001111333301113333300133333330
-- 168:0333333003333301033333010333330103333301000000011111111111111111
-- 169:1100001110555501055005500506605005066050055005501055550111000011
-- 170:0333333310333333103333331033333310333333100000001111111111111111
-- 171:0333333303333333033333330333333303333333000000001111111111111111
-- 172:3333333033333301333333013333330133333301000000011111111111111111
-- 173:0333333010333330103333301033333010333330100000001111111111111111
-- 174:111111111111111111111111111111111111111112222222a1a1a1a21a1a1a12
-- 175:1111111111111111111111111111111111111111444444444444444444444444
-- 176:00000000c111111001101010c131311001101010c101311001111110c0000000
-- 177:0000000001111111010100100111111101000100011111110133133300000000
-- 178:0000000011111111001000011111111110010001111111111333313300000000
-- 179:11111111111111111111111111111111111100001110b161110b100010810101
-- 180:1111111111111111111111111111111101111111b01111110001111101011111
-- 181:111111111000111000880110080880100b08801008b080100b80801010b80010
-- 182:081b01010081b00011001b1b11110000111111111111110111111080111108b0
-- 183:01011111000111111b0111110011111111111111111111111111111111111111
-- 184:1111111111111100111110081111108011111010111110811111101811111101
-- 185:110b80100110801080110000b80111108b80111008b801100b1b011080b18010
-- 186:11108b801108b801008b80111100011111111111111111101111100111110818
-- 187:1111111111111111111111111111111111111111000111118001111108011111
-- 188:0000000004444444040010040440404404404004044040440440400404444444
-- 189:0000000044444444044001000440440404400404044044040040040444444444
-- 190:0000000044444444404040044040404044004004444040444000404444444444
-- 191:0000000044444444400410444044044440040004404444044004001444444444
-- 192:0000000044444440444444404444444044444440444444404444444044444440
-- 193:0000000002222222020000000200000002000000020000000200000002000000
-- 194:0000000022222222000000000000000000000000000000000000000000000000
-- 195:0000000022222220000000100000001000000010000000100000001000000010
-- 196:3333999933339999333399993000000002222222000000000444444404111111
-- 197:3333999933339999333399990000000922222203000000004440d6d011201110
-- 198:3333999933339999333399993333999999993333999933339999333399993333
-- 199:0000000001111110031010100310111001101010031110100310111003101010
-- 200:1111110811111101111111101111111011111111111111111111111111111111
-- 201:180b8010810180101810b0108180101008180010108100101108101011108010
-- 202:111081801110180811018081110810b8101801801080b8011008101100100111
-- 203:8b011111b8011111801111110111111111111111111111111111111111111111
-- 204:0440000404404444044040040440440404440014044444440444444404444444
-- 205:4001404404404004000040400440404404404044444444444444444444400000
-- 206:4040041000404404404004004040444440400400444444444404444400044444
-- 207:4444000044440222044402220444022214440222444402224444000044444444
-- 208:00000040e222204022222040e222204022222040e22220400000004044444440
-- 209:0200000002000000020000000200000002000000020000000200000002000000
-- 210:0000001000000010000000100000001000000010000000100000001000000010
-- 211:0444444404111111044444440411111104444444000000000111111100000000
-- 212:4440222011201110444024201120444044402420000000001111111000000000
-- 213:0111101003101010031011100311101003101010011010100310101003111110
-- 214:1000000000606000060606060000000010565656106565651106565611100000
-- 215:0000000100606060060606000000000055555501555555015555501100000111
-- 216:0444444404444044044404040440440004404404044044440444444400000000
-- 217:4404444440444444044444404444440444444440444444444444444400000000
-- 218:4404444440444004044404404444044400004440444444444444444400000000
-- 219:4444440044444402404444000044441044044444444444104444444400000000
-- 220:0000444022204440000044401101444000444440440144404444444000000000
-- 221:0200000002000000020000000200000002000000020000000211111100000000
-- 222:0000000000000000000000000000000000000000000000001111111100000000
-- 223:000000000000000000000000000000000000000000000000111dd11100000000
-- 224:00000010c000001000000010c000001000000010c000001011111110c0000000
-- 225:3333333333333333333333333333333313131313313131311313131331313131
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-- <MAP>
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-- </MAP>
-- <SFX>
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-- </SFX>
-- <WAVES>
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-- <PATTERNS>
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-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:49998d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- </PATTERNS>
-- <TRACKS>
-- 000:1000012000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ff
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </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: 0.8
-- script: lua -- script: lua

View File

@@ -0,0 +1,16 @@
Screen.register({
id = "home",
name = "Home",
decisions = {
"go_to_toilet",
"go_to_walking_to_office",
"go_to_sleep",
"go_to_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

@@ -0,0 +1,66 @@
--- @section Screen
local _screens = {}
--- Registers a screen definition.
--- @within Screen
--- @param screen_data table The screen data table.
--- @param screen_data.id string Unique screen identifier.
--- @param screen_data.name string Display name of the screen.
--- @param screen_data.decisions table Array of decision ID strings available on this screen.
--- @param screen_data.background string Map ID used as background.
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
end
if not screen_data.situations then
screen_data.situations = {}
end
if not screen_data.init then
screen_data.init = function() end
end
if not screen_data.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
end
--- Gets a screen by ID.
--- @within Screen
--- @param screen_id string The ID of the screen.
--- @return table|nil screen The screen table or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * name (string) Display name.<br/>
--- * decisions (table) Array of decision ID strings.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end
--- Gets all registered screens.
--- @within Screen
--- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * name (string) Display name of the screen.<br/>
--- * decisions (table) Array of decision ID strings available on this screen.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all()
return _screens
end

View File

@@ -0,0 +1,20 @@
--- Draws the mysterious screen with the mysterious man and the glowing TV.
function Screen.draw_the_mysterious_screen()
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}
local val_i=0
local run=0
for y=0,136-1 do
for x=0,240-1 do
if run==0 then
val_i=val_i+1
run=img_runs[val_i]
end
run=run-1
pix(x,y,img_values[val_i])
end
end
end

View File

@@ -0,0 +1,27 @@
Screen.register({
id = "office",
name = "Office",
decisions = {
"do_work",
"go_to_walking_to_home",
"have_a_coffee",
},
situations = {
"drink_coffee",
},
background = "office",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8)
Sprite.draw_at("dev_buddy", 15 * 8, 9 * 8)
Sprite.draw_at("dev_project_manager", 6 * 8, 4 * 8)
Sprite.draw_at("dev_hr_girl", 12 * 8, 4 * 8)
Sprite.draw_at("dev_introvert", -4 + 5 * 8, 9 * 8)
Sprite.draw_at("dev_extrovert", 20 * 8, 4 * 8)
Sprite.draw_at("dev_girl", 23 * 8, 5 * 8)
Sprite.draw_at("dev_boy", 10 * 8, 11 * 8 + 4)
Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4)
Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4)
end
end
})

View File

@@ -0,0 +1,88 @@
Screen.register({
id = "toilet",
name = "Toilet",
decisions = {
"go_to_home",
},
background = "bedroom",
init = function()
Context.stat_screen_active = true
Meter.hide()
local cx = Config.screen.width * 0.75
local cy = Config.screen.height * 0.75
Focus.start_driven(cx, cy)
Focus.set_percentage(0.15)
end,
update = function()
if not Context.stat_screen_active then return end
if Input.select() or Input.player_interact() then
Focus.stop()
Context.stat_screen_active = false
Meter.show()
end
end,
draw = function()
if not Context.stat_screen_active then return end
local sw = Config.screen.width
local cx = sw / 2
local 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("day " .. Context.day_count, cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
local wrapped = UI.word_wrap(narrative, 38)
local text_y = 24
for _, line in ipairs(wrapped) do
Print.text_center(line, cx, text_y, Config.colors.light_grey)
text_y = text_y + 8
end
local m = Context.meters
local max_val = Meter.get_max()
local decay_pct = Meter.get_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100)
local mult_text = string.format("+%d%%", combo_pct)
local meter_start_y = text_y + 10
local meter_list = {
{ key = "wpm", label = "Work Productivity Meter" },
{ key = "ism", label = "Impostor Syndrome Meter" },
{ key = "bm", label = "Burnout Meter" },
}
for i, meter in ipairs(meter_list) do
local y = meter_start_y + (i - 1) * 20
Print.text_center(meter.label, cx, y, Config.colors.white)
local bar_y = y + 8
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue)
end
local decay_w = print(decay_text, 0, -6, 0, false, 1)
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end
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,
})

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Screen.register({
id = "walking_to_home",
name = "Walking to home",
decisions = {
"go_to_home",
"go_to_office",
},
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
})

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@@ -0,0 +1,22 @@
Screen.register({
id = "walking_to_office",
name = "Walking to office",
decisions = {
"go_to_home",
"go_to_office",
"start_discussion",
},
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_at("matrix_trinity", 5 * 8, 11 * 8)
Sprite.draw_at("matrix_neo", 7 * 8, 11 * 8)
Sprite.draw_at("matrix_oraculum", 9 * 8, 12 * 8)
Sprite.draw_at("matrix_architect", 11 * 8, 11 * 8)
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 +1,7 @@
Situation.register({
id = "drink_coffee",
handle = function()
Audio.sfx_select()
Sprite.show("norman", 100, 100)
end,
})

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

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

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

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

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

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

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@@ -0,0 +1,152 @@
--- @section Sprite
local _sprites = {}
local _active_sprites = {}
local function draw_sprite_instance(sprite_data, params)
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
--- 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
--- 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)
})

View File

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

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@@ -0,0 +1,63 @@
--- @section AsciiArt
AsciiArt = {}
--- Draws ASCII art text using rectangles.
--- @param text string The ASCII art text to draw.
--- @param options table Configuration options (char_w, char_h, line_gap, word_gap, color, x, y).
function AsciiArt.draw(text, options)
options = options or {}
local char_w = options.char_w or 4
local char_h = options.char_h or 5
local line_gap = options.line_gap or 0
local word_gap = options.word_gap or 6
local color = options.color or Config.colors.light_blue
local lines = {}
local max_len = 0
-- Get all lines and find max length
for line in (text .. "\n"):gmatch("(.-)\n") do
table.insert(lines, line)
if #line > max_len then max_len = #line end
end
-- Clean up empty lines from the start/end
while #lines > 0 and lines[1]:gsub("%s+", "") == "" do table.remove(lines, 1) end
while #lines > 0 and lines[#lines]:gsub("%s+", "") == "" do table.remove(lines, #lines) end
if #lines == 0 then return end
local total_h = 0
for _, line in ipairs(lines) do
if line:find("#") then
total_h = total_h + char_h + line_gap
else
total_h = total_h + word_gap
end
end
total_h = total_h - line_gap
local current_y = options.y or (Config.screen.height - total_h) / 2
local x_offset = options.x or (Config.screen.width - (max_len * char_w)) / 2
for _, line in ipairs(lines) do
if line:find("#") then
for j = 1, #line do
local char = line:sub(j, j)
if char == "#" then
rect(x_offset + (j - 1) * char_w, current_y, char_w - 1, char_h - 1, 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

@@ -1,25 +1,39 @@
-- 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_X = 6 -- A key local INPUT_KEY_Y = 7
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_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 local INPUT_KEY_ENTER = 50
--- 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
function Input.left() return btn(INPUT_KEY_LEFT) end --- Checks if Left is pressed.
function Input.right() return btn(INPUT_KEY_RIGHT) end --- @within Input
function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed.
--- @within Input
function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Select is pressed.
--- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
--- Checks if Menu Confirm is pressed.
--- @within Input
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button --- Checks if Player Interact is pressed.
--- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
--- Checks if Menu Back is pressed.
--- @within Input
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Toggle Popup is pressed.
--- @within Input
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -1,46 +1,35 @@
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,
}
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()
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

View File

@@ -1,4 +1,11 @@
--- 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
@@ -6,3 +13,18 @@ function Print.text(text, x, y, color, fixed, scale)
print(text, x + 1, y + 1, shadow_color, fixed, scale) print(text, x + 1, y + 1, shadow_color, fixed, scale)
print(text, x, y, color, fixed, scale) print(text, x, y, color, fixed, scale)
end end
--- Prints centered text with shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate for centering.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor.<br/>
function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale)
local centered_x = x - (text_width / 2)
Print.text(text, centered_x, y, color, fixed, scale)
end

View File

@@ -1,29 +1,53 @@
--- @section UI
--- Draws the top bar.
--- @within UI
--- @param title string The title text to display.<br/>
function UI.draw_top_bar(title) function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey) rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.green) Print.text(title, 3, 2, Config.colors.light_blue)
end end
function UI.draw_dialog() --- Draws a menu.
PopupWindow.draw() --- @within UI
end --- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu (ignored if centered is true).<br/>
--- @param y number The y-coordinate for the menu.<br/>
--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.<br/>
function UI.draw_menu(items, selected_item, x, y, centered)
if centered then
local max_w = 0
for _, item in ipairs(items) do
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
x = (Config.screen.width - max_w) / 2
end
function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do for i, item in ipairs(items) do
local current_y = y + (i-1)*10 local current_y = y + (i-1)*10
if i == selected_item then if i == selected_item then
Print.text(">", x - 8, current_y, Config.colors.green) Print.text(">", x - 8, current_y, Config.colors.light_blue)
end end
Print.text(item.label, x, current_y, Config.colors.green) Print.text(item.label, x, current_y, Config.colors.light_blue)
end end
end end
--- Updates menu selection.
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item.<br/>
--- @return number selected_item The updated index of the selected item.
function UI.update_menu(items, selected_item) function UI.update_menu(items, selected_item)
if Input.up() then if Input.up() then
Audio.sfx_beep()
selected_item = selected_item - 1 selected_item = selected_item - 1
if selected_item < 1 then if selected_item < 1 then
selected_item = #items selected_item = #items
end end
elseif Input.down() then elseif Input.down() then
Audio.sfx_beep()
selected_item = selected_item + 1 selected_item = selected_item + 1
if selected_item > #items then if selected_item > #items then
selected_item = 1 selected_item = 1
@@ -32,56 +56,108 @@ function UI.update_menu(items, selected_item)
return selected_item return selected_item
end end
--- Draws a bordered textbox with scrolling text.
--- @within UI
--- @param text string The text to display (multi-line supported).<br/>
--- @param box_x number The x-coordinate of the box.<br/>
--- @param box_y number The y-coordinate of the box.<br/>
--- @param box_w number The width of the box.<br/>
--- @param box_h number The height of the box.<br/>
--- @param scroll_y number The vertical scroll offset for the text (0 = top, increases to scroll up).<br/>
--- @param[opt] color number The text color (default: Config.colors.white).<br/>
--- @param[opt] bg_color number The background fill color (default: Config.colors.dark_grey).<br/>
--- @param[opt] border_color number The border color (default: Config.colors.white).<br/>
--- @param[opt] center_text boolean Whether to center each line inside the box. Defaults to false.<br/>
function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_color, border_color, center_text)
color = color or Config.colors.white
bg_color = bg_color or Config.colors.dark_grey
border_color = border_color or Config.colors.white
center_text = center_text or false
local padding = 4
local line_height = 8
local inner_x = box_x + padding
local inner_y = box_y + padding
local inner_center_x = box_x + (box_w / 2)
local visible_height = box_h - padding * 2
local lines = UI.word_wrap(text, 30)
local text_height = #lines * line_height
local base_y = inner_y
if center_text and text_height < visible_height then
base_y = inner_y + math.floor((visible_height - text_height) / 2)
end
rect(box_x, box_y, box_w, box_h, bg_color)
for i, line in ipairs(lines) do
local ly = base_y + (i - 1) * line_height - scroll_y
if ly >= inner_y and ly + line_height <= inner_y + visible_height then
if center_text then
Print.text_center(line, inner_center_x, ly, color)
else
Print.text(line, inner_x, ly, color)
end
end
end
rectb(box_x, box_y, box_w, box_h, border_color)
end
--- Wraps text.
--- @within UI
--- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line) function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end if text == nil then return {""} end
local lines = {}
for input_line in (text .. "\n"):gmatch("(.-)\n") do local lines = {}
local current_line = ""
local words_in_line = 0
for word in input_line:gmatch("%S+") do
words_in_line = words_in_line + 1
if #current_line == 0 then
current_line = word
elseif #current_line + #word + 1 <= max_chars_per_line then
current_line = current_line .. " " .. word
else
table.insert(lines, current_line)
current_line = word
end
end
if words_in_line > 0 then local function trim(s)
table.insert(lines, current_line) return (s:gsub("^%s+", ""):gsub("%s+$", ""))
else end
table.insert(lines, "")
end local function previous_whitespace_index(s, target)
if s:sub(target, target):match("%s") then
return target
end end
if #lines == 0 then for i = target - 1, 1, -1 do
return {""} if s:sub(i, i):match("%s") then
return i
end
end end
return lines return nil
end end
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format) for input_line in (text .. "\n"):gmatch("(.-)\n") do
return { local remaining = trim(input_line)
label = label,
get = value_getter,
set = value_setter,
min = min,
max = max,
step = step,
format = format or "%.1f",
type = "numeric_stepper"
}
end
function UI.create_action_item(label, action) if remaining == "" then
return { table.insert(lines, "")
label = label, else
action = action, while #remaining > max_chars_per_line do
type = "action_item" local split_at = previous_whitespace_index(remaining, max_chars_per_line)
} local line = trim(remaining:sub(1, split_at))
if not split_at or line == "" then
line = remaining:sub(1, max_chars_per_line)
split_at = max_chars_per_line
end
table.insert(lines, line)
remaining = trim(remaining:sub(split_at + 1))
end
table.insert(lines, remaining)
end
end
if #lines == 0 then
return {""}
end
return lines
end end

View File

@@ -0,0 +1,42 @@
--- @section Util
--- Safely wraps an index for an array.
--- @within Util
--- @param array table The array to index.
--- @param index number The desired index (can be out of bounds).
--- @return number index The wrapped index within the array's bounds.
function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1
end
--- Navigates to a screen by its ID.
--- @within Util
--- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id)
local prev_screen = Screen.get_by_id(Context.game.current_screen)
local new_screen = Screen.get_by_id(screen_id)
if new_screen then
Context.game.current_screen = screen_id
if prev_screen and prev_screen.exit then
prev_screen.exit()
end
new_screen.init()
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
end
--- Checks if a table contains a specific value.
--- @within Util
--- @param t table The table to check.
--- @param value any The value to look for.<br/>
--- @return boolean true if the value is found, false otherwise.
function Util.contains(t, value)
for i = 1, #t do
if t[i] == value then
return true
end
end
return false
end

View File

@@ -0,0 +1,115 @@
--- @section AudioTestWindow
AudioTestWindow.index_menu = 1
AudioTestWindow.index_func = 1
AudioTestWindow.list_func = {}
AudioTestWindow.menuitems = {}
AudioTestWindow.last_pressed = false
--- Generates menu items for audio test.
--- @within AudioTestWindow
--- @param list_func table List of audio functions.<br/>
--- @param index_func number Current index of selected function.<br/>
--- @return result table Generated menu items, an array of menu item tables or nil. </br>
--- Fields: </br>
--- * label (string) Display text for the menu item.<br/>
--- * decision (function) Called when the menu item is selected.<br/>
function AudioTestWindow.generate_menuitems(list_func, index_func)
return {
{
label = "Play music/sound: " .. (list_func[index_func] or "?"),
decision = function()
local current_func = Audio[list_func[index_func]]
if current_func then
current_func()
else
trace("Invalid Audio function: " .. list_func[index_func])
end
end
},
{
label = "Stop playing music",
decision = function()
Audio.music_stop()
end
},
{
label = "Back",
decision = function()
AudioTestWindow.back()
end
},
}
end
--- Generates list of audio functions.
--- @within AudioTestWindow
--- @return result table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc()
local result = {}
for k, v in pairs(Audio) do
if type(v) == "function" then
result[#result + 1] = k
end
end
table.sort(result)
return result
end
--- Navigates back from audio test window.
--- @within AudioTestWindow
function AudioTestWindow.back()
Audio.sfx_deselect()
GameWindow.set_state("menu")
end
--- Initializes audio test window.
--- @within AudioTestWindow
function AudioTestWindow.init()
AudioTestWindow.last_pressed = false
AudioTestWindow.index_menu = 1
AudioTestWindow.index_func = 1
AudioTestWindow.list_func = AudioTestWindow.generate_listfunc()
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
end
--- Draws audio test window.
--- @within AudioTestWindow
function AudioTestWindow.draw()
UI.draw_top_bar("Audio test")
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
end
--- Updates audio test window logic.
--- @within AudioTestWindow
function AudioTestWindow.update()
if Input.up() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
elseif Input.down() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
elseif Input.left() then
AudioTestWindow.index_func = Util.safeindex(
AudioTestWindow.list_func,
AudioTestWindow.index_func - 1
)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.right() then
AudioTestWindow.index_func = Util.safeindex(
AudioTestWindow.list_func,
AudioTestWindow.index_func + 1
)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.menu_confirm() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
elseif Input.menu_back() then
AudioTestWindow.back()
end
end

View File

@@ -1,47 +1,48 @@
ConfigurationWindow = { --- @section ConfigurationWindow
controls = {}, ConfigurationWindow.controls = {}
selected_control = 1, ConfigurationWindow.selected_control = 1
}
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init() function ConfigurationWindow.init()
ConfigurationWindow.controls = { ConfigurationWindow.controls = {
UI.create_action_item( {
"Save", label = "Save",
function() Config.save() end action = function() Config.save() end,
), type = "action_item"
UI.create_action_item( },
"Restore Defaults", {
function() Config.restore_defaults() end label = "Restore Defaults",
), action = function() Config.reset() end,
type = "action_item"
},
} }
end end
--- Draws configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.draw() function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration") UI.draw_top_bar("Configuration")
local x_start = 10 -- Left margin for labels local x_start = 10
local y_start = 40 local y_start = 40
local x_value_right_align = Config.screen.width - 10 -- Right margin for values local x_value_right_align = Config.screen.width - 10
local char_width = 4 -- Approximate character width for default font local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12 local current_y = y_start + (i - 1) * 12
local color = Config.colors.green local color = Config.colors.light_blue
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local value = control.get() local value = control.get()
local label_text = control.label local label_text = control.label
local value_text = string.format(control.format, value) local value_text = string.format(control.format, value)
-- Calculate x position for right-aligned value
local value_x = x_value_right_align - (#value_text * char_width) local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
Print.text("<", x_start -8, current_y, color) Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<' Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value Print.text(">", x_value_right_align + 4, current_y, color)
else else
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
@@ -50,7 +51,7 @@ function ConfigurationWindow.draw()
local label_text = control.label local label_text = control.label
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
Print.text("<", x_start -8, current_y, color) Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color) Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else else
@@ -58,13 +59,14 @@ function ConfigurationWindow.draw()
end end
end end
end end
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey) Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end end
--- Updates configuration window logic.
--- @within ConfigurationWindow
function ConfigurationWindow.update() function ConfigurationWindow.update()
if Input.menu_back() then if Input.menu_back() then
GameWindow.set_state(WINDOW_MENU) GameWindow.set_state("menu")
return return
end end
@@ -84,10 +86,10 @@ function ConfigurationWindow.update()
if control then if control then
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local current_value = control.get() local current_value = control.get()
if btnp(2) then -- Left if Input.left() then
local new_value = math.max(control.min, current_value - control.step) local new_value = math.max(control.min, current_value - control.step)
control.set(new_value) control.set(new_value)
elseif btnp(3) then -- Right elseif Input.right() then
local new_value = math.min(control.max, current_value + control.step) local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end

View File

@@ -0,0 +1,33 @@
--- @section ContinuedWindow
ContinuedWindow.timer = 300 -- 5 seconds at 60fps
ContinuedWindow.text = [[
### ### ### ###
# # # # # #
# # # ### ##
# # # # # #
# ### ### ###
### ### # # ### ### # # # # ### ##
# # # ## # # # ## # # # # # #
# # # # ## # # # ## # # ## # #
# # # # # # # # # # # # # #
### ### # # # ### # # ### ### ##
]]
--- Draws the continued window.
--- @within ContinuedWindow
function ContinuedWindow.draw()
cls(Config.colors.black)
AsciiArt.draw(ContinuedWindow.text, {})
end
--- Updates the continued window logic.
--- @within ContinuedWindow
function ContinuedWindow.update()
ContinuedWindow.timer = ContinuedWindow.timer - 1
if ContinuedWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
end
end

View File

@@ -0,0 +1,107 @@
--- @section DiscussionWindow
local TEXTBOX_W = math.floor(Config.screen.width * 0.7)
local TEXTBOX_H = math.floor(Config.screen.height * 0.3)
local TEXTBOX_X = math.floor((Config.screen.width - TEXTBOX_W) / 2)
local TEXTBOX_Y = math.floor((Config.screen.height - TEXTBOX_H) / 2 - 8)
local TEXTBOX_MAX_CHARS = 30
local DISCUSSION_LINE_HEIGHT = 8
local PADDING = 4
local AUTO_SCROLL_DELAY = 12
local AUTO_SCROLL_STEP = 1
--- Draws the discussion window.
--- @within DiscussionWindow
function DiscussionWindow.draw()
GameWindow.draw()
local step = Discussion.get_current_step()
if not step then return end
UI.draw_textbox(
step.question,
TEXTBOX_X, TEXTBOX_Y,
TEXTBOX_W, TEXTBOX_H,
Context.discussion.scroll_y,
Config.colors.white,
Config.colors.dark_grey,
Config.colors.light_blue,
true
)
local answers = step.answers
if #answers > 0 then
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
local selected = answers[Context.discussion.selected_answer]
local label = selected.label
local answer_text_y = bar_y + 4
Print.text("<", 2, answer_text_y, Config.colors.light_blue)
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, answer_text_y, Config.colors.light_blue)
end
end
--- Updates the discussion window logic.
--- @within DiscussionWindow
function DiscussionWindow.update()
local step = Discussion.get_current_step()
if not step then return end
local lines = UI.word_wrap(step.question, TEXTBOX_MAX_CHARS)
local text_height = #lines * DISCUSSION_LINE_HEIGHT
local visible_height = TEXTBOX_H - PADDING * 2
local max_scroll = text_height - visible_height
if max_scroll < 0 then max_scroll = 0 end
if max_scroll > 0 then
if Context.discussion.auto_scroll then
Context.discussion.scroll_timer = Context.discussion.scroll_timer + 1
if Context.discussion.scroll_timer >= AUTO_SCROLL_DELAY then
Context.discussion.scroll_timer = 0
Context.discussion.scroll_y = Context.discussion.scroll_y + AUTO_SCROLL_STEP
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
end
else
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
end
if Input.up() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y - DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y < 0 then
Context.discussion.scroll_y = 0
end
elseif Input.down() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y + DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
local answers = step.answers
if #answers > 0 then
if Input.left() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer - 1)
elseif Input.right() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer + 1)
end
if Input.select() then
Audio.sfx_select()
local selected = answers[Context.discussion.selected_answer]
if selected.on_select then
selected.on_select()
end
Discussion.go_to_step(selected.next_step)
end
end
end

77
inc/window/window.end.lua Normal file
View File

@@ -0,0 +1,77 @@
--- @section EndWindow
--- Draws the end screen window.
--- @within EndWindow
function EndWindow.draw()
cls(Config.colors.black)
if Context._end.state == "choice" then
local lines = {
"This is not a workplace.",
"This is a cycle.",
"And if it is a cycle...",
"it can be broken."
}
local y = 40
for _, line in ipairs(lines) do
Print.text_center(line, Config.screen.width / 2, y, Config.colors.white)
y = y + 10
end
y = y + 20
local yes_color = Context._end.selection == 1 and Config.colors.light_blue or Config.colors.white
local no_color = Context._end.selection == 2 and Config.colors.light_blue or Config.colors.white
local yes_text = (Context._end.selection == 1 and "> YES" or " YES")
local no_text = (Context._end.selection == 2 and "> NO" or " NO")
local centerX = Config.screen.width / 2
Print.text(yes_text, centerX - 40, y, yes_color)
Print.text(no_text, centerX + 10, y, no_color)
elseif Context._end.state == "ending" then
Print.text_center("Game over -- good ending.", Config.screen.width / 2, 50, Config.colors.light_blue)
Print.text_center("Congratulations!", Config.screen.width / 2, 70, Config.colors.white)
Print.text_center("Press Z to return to menu", Config.screen.width / 2, 110, Config.colors.light_grey)
end
end
--- Updates the end screen logic.
--- @within EndWindow
function EndWindow.update()
if Context._end.state == "choice" then
if Input.left() or Input.up() then
if Context._end.selection == 2 then
Audio.sfx_beep()
Context._end.selection = 1
end
elseif Input.right() or Input.down() then
if Context._end.selection == 1 then
Audio.sfx_beep()
Context._end.selection = 2
end
end
if Input.menu_confirm() then
Audio.sfx_select()
if Context._end.selection == 1 then
Context._end.state = "ending"
else
-- NO: increment day and go home
Day.increase()
Util.go_to_screen_by_id("home")
Window.set_current("game")
-- Initialize home screen
local home_screen = Screen.get_by_id("home")
if home_screen and home_screen.init then
home_screen.init()
end
end
end
elseif Context._end.state == "ending" then
if Input.menu_confirm() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
end
end
end

View File

@@ -1,33 +1,96 @@
function GameWindow.draw() --- @section GameWindow
local currentScreenData = Context.screens[Context.current_screen] local _available_decisions = {}
local _selected_decision_index = 1
UI.draw_top_bar(currentScreenData.name) local function draw_game_scene(underlay_draw)
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen then return end
if screen.background then
Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
if underlay_draw then
underlay_draw()
end
if not Context.stat_screen_active and #_available_decisions > 0 then
Decision.draw(_available_decisions, _selected_decision_index)
end
Sprite.draw()
Focus.draw()
screen.draw()
end end
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
draw_game_scene()
end
--- Draws the game window with a custom underlay.
--- @within GameWindow
--- @param underlay_draw function A draw callback rendered after the background but before overlays.<br/>
function GameWindow.draw_with_underlay(underlay_draw)
draw_game_scene(underlay_draw)
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update() function GameWindow.update()
Focus.update()
if Input.menu_back() then if Input.menu_back() then
Context.active_window = WINDOW_MENU Window.set_current("menu")
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
return return
end end
if Input.select() then
if Context.current_screen == #Context.screens then local screen = Screen.get_by_id(Context.game.current_screen)
Context.current_screen = 1 if not screen or not screen.update then return end
else screen.update()
Context.current_screen = Context.current_screen + 1
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and type(current_situation_obj.update) == "function" then
current_situation_obj.update()
end end
end end
if Input.player_interact() then if Context.stat_screen_active then return end
PopupWindow.show_menu_dialog(npc, {
{label = "Talk to", action = NPC.talk_to}, -- Fetch and filter decisions locally
{label = "Fight", action = NPC.fight}, local all_decisions_for_screen = Decision.get_for_screen(screen)
{label = "Go back", action = NPC.go_back} _available_decisions = Decision.filter_available(all_decisions_for_screen)
}, WINDOW_POPUP)
if #_available_decisions == 0 then return end
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end end
local new_selected_decision_index = Decision.update(
_available_decisions,
_selected_decision_index
)
if new_selected_decision_index ~= _selected_decision_index then
_selected_decision_index = new_selected_decision_index
end
if Input.select() then
local selected_decision = _available_decisions[_selected_decision_index]
if selected_decision and selected_decision.handle then
Audio.sfx_select()
selected_decision.handle()
end
end
end end
--- Sets the active window.
--- @within GameWindow
--- @param new_state string The ID of the new active window.</br>
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Context.active_window = new_state Window.set_current(new_state)
-- Add any state-specific initialization/cleanup here later if needed
end end

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