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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,2 +1,4 @@
|
||||
.local
|
||||
impostor.lua
|
||||
prompts
|
||||
docs
|
||||
44
.luacheckrc
Normal file
44
.luacheckrc
Normal file
@@ -0,0 +1,44 @@
|
||||
-- .luacheckrc
|
||||
-- Configuration for luacheck
|
||||
|
||||
globals = {
|
||||
"Util",
|
||||
"DesitionManager",
|
||||
"ScreenManager",
|
||||
"UI",
|
||||
"Print",
|
||||
"Input",
|
||||
"Audio",
|
||||
"Context",
|
||||
"mset",
|
||||
"mget",
|
||||
"btnp",
|
||||
"keyp",
|
||||
"music",
|
||||
"sfx",
|
||||
"rect",
|
||||
"rectb",
|
||||
"circ",
|
||||
"circb",
|
||||
"cls",
|
||||
"tri",
|
||||
"Songs",
|
||||
"frame_from_beat",
|
||||
"beats_to_pattern",
|
||||
"MapBedroom",
|
||||
"TIC",
|
||||
"exit",
|
||||
"trace",
|
||||
"index_menu",
|
||||
}
|
||||
|
||||
|
||||
|
||||
-- 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
|
||||
14
.vscode/settings.json
vendored
14
.vscode/settings.json
vendored
@@ -15,5 +15,17 @@
|
||||
],
|
||||
"Lua.diagnostics.disable": [
|
||||
"undefined-global"
|
||||
]
|
||||
],
|
||||
"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"
|
||||
}
|
||||
}
|
||||
27
.vscode/tasks.json
vendored
Normal file
27
.vscode/tasks.json
vendored
Normal file
@@ -0,0 +1,27 @@
|
||||
{
|
||||
// See https://go.microsoft.com/fwlink/?LinkId=733558
|
||||
// for the documentation about the tasks.json format
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"label": "Run TIC80",
|
||||
"type": "shell",
|
||||
"command": "tic80 --fs=. impostor.lua"
|
||||
},
|
||||
{
|
||||
"label": "Build & Run TIC80",
|
||||
"type": "shell",
|
||||
"command": "make build && tic80 --fs=. impostor.lua"
|
||||
},
|
||||
{
|
||||
"label": "Export assets",
|
||||
"type": "shell",
|
||||
"command": "make export_assets"
|
||||
},
|
||||
{
|
||||
"label": "Make build",
|
||||
"type": "shell",
|
||||
"command": "make build"
|
||||
},
|
||||
]
|
||||
}
|
||||
103
GEMINI.md
103
GEMINI.md
@@ -52,3 +52,106 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
|
||||
## Agent Directives
|
||||
|
||||
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
|
||||
|
||||
---
|
||||
|
||||
# Impostor Minigames 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** - Minigames 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
|
||||

|
||||
|
||||
```
|
||||
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
|
||||
|
||||
107
Makefile
107
Makefile
@@ -13,6 +13,11 @@ SRC_DIR = inc
|
||||
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
|
||||
|
||||
ASSETS_LUA = inc/meta/meta.assets.lua
|
||||
ASSETS_DIR = assets
|
||||
ASSET_TYPES = tiles sprites sfx music
|
||||
|
||||
LINT_TMP_LUA := /tmp/_lint_combined.lua
|
||||
LINT_TMP_MAP := /tmp/_lint_map.txt
|
||||
|
||||
# CI/CD variables
|
||||
VERSION_FILE = .version
|
||||
@@ -29,10 +34,10 @@ build: $(OUTPUT)
|
||||
|
||||
$(OUTPUT): $(SRC) $(ORDER)
|
||||
@rm -f $(OUTPUT)
|
||||
@while read f; do \
|
||||
@sed 's/\r$$//' $(ORDER) | while read f; do \
|
||||
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
|
||||
echo "" >> $(OUTPUT); \
|
||||
done < $(ORDER)
|
||||
done
|
||||
|
||||
export: build
|
||||
@if [ -z "$(VERSION)" ]; then \
|
||||
@@ -56,25 +61,89 @@ watch:
|
||||
make build
|
||||
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
|
||||
|
||||
import_assets:
|
||||
@for t in $(ASSET_TYPES); do \
|
||||
import_assets: $(OUTPUT)
|
||||
@TIC_CMD="load $(OUTPUT) &"; \
|
||||
for t in $(ASSET_TYPES); do \
|
||||
for f in $(ASSETS_DIR)/$$t/*.png; do \
|
||||
[ -e "$$f" ] || continue; \
|
||||
echo "==> Importing $$f as $$t..."; \
|
||||
tic80 --cli --skip --fs=. --cmd="import $$t $$f & exit"; \
|
||||
TIC_CMD="$${TIC_CMD} & import $$t $$f"; \
|
||||
done; \
|
||||
done
|
||||
done; \
|
||||
TIC_CMD="$$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 "$$f" ]; do \
|
||||
[ -z "$$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..."
|
||||
@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 $$0; \
|
||||
next; \
|
||||
} \
|
||||
{ print } \
|
||||
'; true
|
||||
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
|
||||
|
||||
export_assets:
|
||||
# $(OUTPUT) would be a circular dependency
|
||||
@test -e $(OUTPUT)
|
||||
@echo "==> Exporting TIC-80 asset sections"
|
||||
@mkdir -p inc/meta
|
||||
@sed -n '/^-- <PALETTE>/,/^-- <\/PALETTE>/p;\
|
||||
/^-- <TILES>/,/^-- <\/TILES>/p;\
|
||||
/^-- <SPRITES>/,/^-- <\/SPRITES>/p;\
|
||||
/^-- <MAP>/,/^-- <\/MAP>/p;\
|
||||
/^-- <SFX>/,/^-- <\/SFX>/p;\
|
||||
/^-- <MUSIC>/,/^-- <\/MUSIC>/p' \
|
||||
$(OUTPUT) > $(ASSETS_LUA)
|
||||
@echo -n '' > $(ASSETS_LUA)
|
||||
@$(call f_export_asset_awk,PALETTE,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,TILES,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,SPRITES,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
|
||||
|
||||
clean:
|
||||
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
|
||||
@@ -84,6 +153,7 @@ clean:
|
||||
ci-version:
|
||||
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
|
||||
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
|
||||
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
|
||||
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
|
||||
VERSION=dev-$$VERSION-$$BRANCH; \
|
||||
fi; \
|
||||
@@ -111,5 +181,12 @@ ci-update:
|
||||
echo "==> Triggering update for version $$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 export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update
|
||||
|
||||
#-- <WAVES>
|
||||
#-- 000:224578acdeeeeddcba95434567653100
|
||||
#-- </WAVES>
|
||||
#
|
||||
#-- <SFX>
|
||||
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
|
||||
#-- </SFX>
|
||||
|
||||
24
impostor.inc
24
impostor.inc
@@ -1,19 +1,39 @@
|
||||
meta/meta.header.lua
|
||||
init/init.modules.lua
|
||||
init/init.config.lua
|
||||
system/system.util.lua
|
||||
init/init.windows.lua
|
||||
desition/desition.manager.lua
|
||||
desition/desition.go_to_home.lua
|
||||
desition/desition.go_to_toilet.lua
|
||||
desition/desition.go_to_walking_to_office.lua
|
||||
desition/desition.go_to_office.lua
|
||||
desition/desition.go_to_walking_to_home.lua
|
||||
desition/desition.play_button_mash.lua
|
||||
desition/desition.play_rhythm.lua
|
||||
desition/desition.play_ddr.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
|
||||
init/init.context.lua
|
||||
data/data.songs.lua
|
||||
system/system.print.lua
|
||||
entity/entity.npc.lua
|
||||
entity/entity.item.lua
|
||||
system/system.input.lua
|
||||
system/system.audio.lua
|
||||
system/system.ui.lua
|
||||
map/map.bedroom.lua
|
||||
window/window.splash.lua
|
||||
window/window.intro.lua
|
||||
window/window.menu.lua
|
||||
window/window.configuration.lua
|
||||
window/window.audiotest.lua
|
||||
window/window.popup.lua
|
||||
window/window.minigame.mash.lua
|
||||
window/window.minigame.rhythm.lua
|
||||
window/window.minigame.ddr.lua
|
||||
window/window.game.lua
|
||||
system/system.main.lua
|
||||
meta/meta.assets.lua
|
||||
|
||||
150
inc/data/data.songs.lua
Normal file
150
inc/data/data.songs.lua
Normal file
@@ -0,0 +1,150 @@
|
||||
-- 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
|
||||
}
|
||||
}
|
||||
|
||||
-- Helper function to calculate frame from beat
|
||||
-- Usage: frame_from_beat(beat_number, bpm, fps)
|
||||
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
|
||||
|
||||
-- Helper function to convert simple beat notation to frame pattern
|
||||
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
|
||||
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)
|
||||
}
|
||||
]]
|
||||
8
inc/desition/desition.go_to_home.lua
Normal file
8
inc/desition/desition.go_to_home.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
DesitionManager.register({
|
||||
id = "go_to_home",
|
||||
label = "Go to Home",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("home")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
8
inc/desition/desition.go_to_office.lua
Normal file
8
inc/desition/desition.go_to_office.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
DesitionManager.register({
|
||||
id = "go_to_office",
|
||||
label = "Go to Office",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("office")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
8
inc/desition/desition.go_to_toilet.lua
Normal file
8
inc/desition/desition.go_to_toilet.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
DesitionManager.register({
|
||||
id = "go_to_toilet",
|
||||
label = "Go to Toilet",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("toilet")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
8
inc/desition/desition.go_to_walking_to_home.lua
Normal file
8
inc/desition/desition.go_to_walking_to_home.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
DesitionManager.register({
|
||||
id = "go_to_walking_to_home",
|
||||
label = "Go to Walking to home",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("walking_to_home")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
8
inc/desition/desition.go_to_walking_to_office.lua
Normal file
8
inc/desition/desition.go_to_walking_to_office.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
DesitionManager.register({
|
||||
id = "go_to_walking_to_office",
|
||||
label = "Go to Walking to office",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("walking_to_office")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
41
inc/desition/desition.manager.lua
Normal file
41
inc/desition/desition.manager.lua
Normal file
@@ -0,0 +1,41 @@
|
||||
DesitionManager = {}
|
||||
|
||||
local _desitions = {} -- Private table to store all desitions
|
||||
|
||||
-- Registers a decision object with the manager
|
||||
-- desition_object: A table containing id, label, handle(), and condition()
|
||||
function DesitionManager.register(desition_object)
|
||||
if not desition_object or not desition_object.id then
|
||||
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
|
||||
return
|
||||
end
|
||||
if not desition_object.label then
|
||||
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
|
||||
return
|
||||
end
|
||||
|
||||
-- Ensure handle() and condition() methods exist with defaults if missing
|
||||
if not desition_object.condition then
|
||||
desition_object.condition = function() return true end
|
||||
end
|
||||
if not desition_object.handle then
|
||||
desition_object.handle = function() end
|
||||
end
|
||||
if _desitions[desition_object.id] then
|
||||
-- Optional: warning if overwriting an existing desition
|
||||
trace("Warning: Overwriting desition with id: " .. desition_object.id)
|
||||
end
|
||||
_desitions[desition_object.id] = desition_object
|
||||
end
|
||||
|
||||
-- Retrieves a desition by its id
|
||||
-- id: unique string identifier of the desition
|
||||
-- Returns the desition object, or nil if not found
|
||||
function DesitionManager.get(id)
|
||||
return _desitions[id]
|
||||
end
|
||||
|
||||
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
|
||||
function DesitionManager.get_all()
|
||||
return _desitions
|
||||
end
|
||||
6
inc/desition/desition.play_button_mash.lua
Normal file
6
inc/desition/desition.play_button_mash.lua
Normal file
@@ -0,0 +1,6 @@
|
||||
DesitionManager.register({
|
||||
id = "play_button_mash",
|
||||
label = "Play Button Mash",
|
||||
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
|
||||
condition = function() return true end
|
||||
})
|
||||
6
inc/desition/desition.play_ddr.lua
Normal file
6
inc/desition/desition.play_ddr.lua
Normal file
@@ -0,0 +1,6 @@
|
||||
DesitionManager.register({
|
||||
id = "play_ddr",
|
||||
label = "Play DDR (Random)",
|
||||
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
|
||||
condition = function() return true end
|
||||
})
|
||||
6
inc/desition/desition.play_rhythm.lua
Normal file
6
inc/desition/desition.play_rhythm.lua
Normal file
@@ -0,0 +1,6 @@
|
||||
DesitionManager.register({
|
||||
id = "play_rhythm",
|
||||
label = "Play Rhythm Game",
|
||||
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -8,7 +8,6 @@ local DEFAULT_CONFIG = {
|
||||
light_grey = 13,
|
||||
dark_grey = 14,
|
||||
green = 6,
|
||||
npc = 8,
|
||||
item = 12 -- yellow
|
||||
},
|
||||
player = {
|
||||
@@ -29,19 +28,26 @@ local Config = {
|
||||
|
||||
local CONFIG_SAVE_BANK = 7
|
||||
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
||||
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
|
||||
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
|
||||
|
||||
function Config.save()
|
||||
-- Save physics settings
|
||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
|
||||
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||
end
|
||||
|
||||
function Config.load()
|
||||
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
|
||||
-- Config has been saved, load values
|
||||
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||
else
|
||||
-- No saved config, restore defaults
|
||||
Config.restore_defaults()
|
||||
-- Check if config has been saved before using a magic value
|
||||
end
|
||||
end
|
||||
|
||||
function Config.restore_defaults()
|
||||
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
|
||||
-- Any other configurable items should be reset here
|
||||
end
|
||||
|
||||
|
||||
@@ -2,27 +2,20 @@ local SAVE_GAME_BANK = 6
|
||||
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||
|
||||
local SAVE_GAME_PLAYER_X_ADDRESS = 1
|
||||
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
|
||||
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
|
||||
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
|
||||
local SAVE_GAME_selectS_ADDRESS = 5
|
||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||
|
||||
local VX_VY_OFFSET = 128 -- Offset for negative velocities
|
||||
|
||||
-- Helper for deep copying tables
|
||||
local function clone_table(t)
|
||||
local copy = {}
|
||||
for k, v in pairs(t) do
|
||||
if type(v) == "table" then
|
||||
copy[k] = clone_table(v)
|
||||
else
|
||||
copy[k] = v
|
||||
end
|
||||
end
|
||||
return copy
|
||||
end
|
||||
-- local function clone_table(t)
|
||||
-- local copy = {}
|
||||
-- for k, v in pairs(t) do
|
||||
-- if type(v) == "table" then
|
||||
-- copy[k] = clone_table(v)
|
||||
-- else
|
||||
-- copy[k] = v
|
||||
-- end
|
||||
-- end
|
||||
-- return copy
|
||||
-- end
|
||||
|
||||
-- This function returns a table containing only the initial *data* for Context
|
||||
local function get_initial_data()
|
||||
@@ -31,17 +24,23 @@ local function get_initial_data()
|
||||
intro = {
|
||||
y = Config.screen.height,
|
||||
speed = 0.5,
|
||||
text = "Norman Reds’ everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
|
||||
text = [[Norman Reds’ everyday life
|
||||
seems ordinary: work,
|
||||
meetings, coffee, and
|
||||
endless notifications.
|
||||
But beneath the surface
|
||||
— within him, or around
|
||||
him — something is
|
||||
constantly building, and
|
||||
it soon becomes clear
|
||||
that there is more going
|
||||
on than meets the eye.]]
|
||||
},
|
||||
current_screen = 1,
|
||||
splash_timer = Config.timing.splash_duration,
|
||||
dialog = {
|
||||
text = "",
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
active_entity = nil,
|
||||
showing_description = false,
|
||||
current_node_key = nil
|
||||
popup = { -- New popup table
|
||||
show = false,
|
||||
content = {} -- Array of strings
|
||||
},
|
||||
player = {
|
||||
sprite_id = Config.player.sprite_id
|
||||
@@ -54,320 +53,9 @@ local function get_initial_data()
|
||||
},
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
selected_desition_index = 1, -- New desition index
|
||||
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 = {}
|
||||
}
|
||||
})
|
||||
screens = {} -- Initialize as empty, populated on reset
|
||||
}
|
||||
end
|
||||
|
||||
@@ -387,6 +75,22 @@ local function reset_context_to_initial_state()
|
||||
for k, v in pairs(initial_data) do
|
||||
Context[k] = v
|
||||
end
|
||||
|
||||
-- Populate Context.screens from ScreenManager, ensuring indexed array
|
||||
Context.screens = {}
|
||||
Context.screen_indices_by_id = {} -- Renamed for clarity, stores index
|
||||
-- The screen order needs to be explicit to ensure consistent numerical indices
|
||||
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
|
||||
for i, screen_id in ipairs(screen_order) do
|
||||
local screen_data = ScreenManager.get_by_id(screen_id)
|
||||
if screen_data then
|
||||
table.insert(Context.screens, screen_data)
|
||||
Context.screen_indices_by_id[screen_id] = i -- Store index
|
||||
else
|
||||
-- Handle error if a screen is not registered
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Initially populate Context with data
|
||||
|
||||
@@ -4,10 +4,15 @@ local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {}
|
||||
local ConfigurationWindow = {}
|
||||
local AudioTestWindow = {}
|
||||
local MinigameButtonMashWindow = {}
|
||||
local MinigameRhythmWindow = {}
|
||||
local MinigameDDRWindow = {}
|
||||
Util = {}
|
||||
DesitionManager = {}
|
||||
ScreenManager = {} -- New declaration
|
||||
UI = {}
|
||||
Print = {}
|
||||
Input = {}
|
||||
|
||||
local UI = {}
|
||||
local Print = {}
|
||||
local Input = {}
|
||||
local NPC = {}
|
||||
local Item = {}
|
||||
local Player = {}
|
||||
Audio = {}
|
||||
|
||||
@@ -4,3 +4,7 @@ local WINDOW_MENU = 2
|
||||
local WINDOW_GAME = 3
|
||||
local WINDOW_POPUP = 4
|
||||
local WINDOW_CONFIGURATION = 7
|
||||
local WINDOW_MINIGAME_BUTTON_MASH = 8
|
||||
local WINDOW_MINIGAME_RHYTHM = 9
|
||||
local WINDOW_MINIGAME_DDR = 10
|
||||
local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol
|
||||
|
||||
@@ -1,3 +1,36 @@
|
||||
--luacheck: ignore max_line_length
|
||||
-- <PALETTE>
|
||||
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||
-- </PALETTE>
|
||||
-- <SFX>
|
||||
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
|
||||
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000
|
||||
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000
|
||||
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000
|
||||
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
|
||||
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
|
||||
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000
|
||||
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800
|
||||
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
|
||||
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
|
||||
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100100000080800
|
||||
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000400000000000
|
||||
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
|
||||
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
|
||||
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
|
||||
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000
|
||||
-- </SFX>
|
||||
-- <WAVES>
|
||||
-- 000:bcceefceedddddc84333121268abaa99
|
||||
-- 001:6789bdd96adc83248dd6334adda7578b
|
||||
-- 002:0123456789abcdef0123456789abcdef
|
||||
-- 003:224578acdeeeeddcba95434567653100
|
||||
-- 004:00000000ffffffff00000000ffffffff
|
||||
-- 005:0123456789abcdeffedcba9876543210
|
||||
-- 006:0123456789abcdef0123456789abcdef
|
||||
-- 007:76543210123456789abcdefedcba9878
|
||||
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
|
||||
-- 009:fff000fff000fff000fff000fff000ff
|
||||
-- </WAVES>
|
||||
|
||||
8
inc/screen/screen.home.lua
Normal file
8
inc/screen/screen.home.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
ScreenManager.register({
|
||||
id = "home",
|
||||
name = "Home",
|
||||
decisions = {
|
||||
"go_to_toilet",
|
||||
"go_to_walking_to_office",
|
||||
}
|
||||
})
|
||||
27
inc/screen/screen.manager.lua
Normal file
27
inc/screen/screen.manager.lua
Normal file
@@ -0,0 +1,27 @@
|
||||
ScreenManager = {}
|
||||
|
||||
local _screens = {} -- Internal list to hold screen data
|
||||
|
||||
-- Public property to access the registered screens as an indexed array
|
||||
function ScreenManager.get_screens_array()
|
||||
local screens_array = {}
|
||||
for _, screen_data in pairs(_screens) do
|
||||
table.insert(screens_array, screen_data)
|
||||
end
|
||||
return screens_array
|
||||
end
|
||||
|
||||
-- Registers a screen with the manager
|
||||
-- screen_data: A table containing id, name, and decisions for the screen
|
||||
function ScreenManager.register(screen_data)
|
||||
if _screens[screen_data.id] then
|
||||
-- Optional: warning if overwriting an existing screen
|
||||
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
||||
end
|
||||
_screens[screen_data.id] = screen_data
|
||||
end
|
||||
|
||||
-- Retrieves a screen by its id (if needed directly)
|
||||
function ScreenManager.get_by_id(screen_id)
|
||||
return _screens[screen_id]
|
||||
end
|
||||
10
inc/screen/screen.office.lua
Normal file
10
inc/screen/screen.office.lua
Normal file
@@ -0,0 +1,10 @@
|
||||
ScreenManager.register({
|
||||
id = "office",
|
||||
name = "Office",
|
||||
decisions = {
|
||||
"play_button_mash",
|
||||
"play_rhythm",
|
||||
"play_ddr",
|
||||
"go_to_walking_to_home",
|
||||
}
|
||||
})
|
||||
7
inc/screen/screen.toilet.lua
Normal file
7
inc/screen/screen.toilet.lua
Normal file
@@ -0,0 +1,7 @@
|
||||
ScreenManager.register({
|
||||
id = "toilet",
|
||||
name = "Toilet",
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
}
|
||||
})
|
||||
8
inc/screen/screen.walking_to_home.lua
Normal file
8
inc/screen/screen.walking_to_home.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
ScreenManager.register({
|
||||
id = "walking_to_home",
|
||||
name = "Walking to home",
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
"go_to_office",
|
||||
}
|
||||
})
|
||||
8
inc/screen/screen.walking_to_office.lua
Normal file
8
inc/screen/screen.walking_to_office.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
ScreenManager.register({
|
||||
id = "walking_to_office",
|
||||
name = "Walking to office",
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
"go_to_office",
|
||||
}
|
||||
})
|
||||
16
inc/system/system.audio.lua
Normal file
16
inc/system/system.audio.lua
Normal file
@@ -0,0 +1,16 @@
|
||||
-- Audio subsystem
|
||||
|
||||
function Audio.music_stop() music() end
|
||||
function Audio.music_play_mainmenu() end
|
||||
function Audio.music_play_wakingup() end
|
||||
function Audio.music_play_room_morning() end
|
||||
function Audio.music_play_room_street_1() end
|
||||
function Audio.music_play_room_street_2() end
|
||||
function Audio.music_play_room_() end
|
||||
function Audio.music_play_room_work() end
|
||||
|
||||
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
||||
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
||||
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
||||
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
||||
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
||||
@@ -5,7 +5,6 @@ local INPUT_KEY_LEFT = 2
|
||||
local INPUT_KEY_RIGHT = 3
|
||||
local INPUT_KEY_A = 4 -- Z key
|
||||
local INPUT_KEY_B = 5 -- X key
|
||||
local INPUT_KEY_X = 6 -- A key
|
||||
local INPUT_KEY_Y = 7 -- S key
|
||||
|
||||
-- Keyboard keys
|
||||
@@ -16,8 +15,8 @@ local INPUT_KEY_ENTER = 50
|
||||
|
||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
||||
function Input.left() return btn(INPUT_KEY_LEFT) end
|
||||
function Input.right() return btn(INPUT_KEY_RIGHT) end
|
||||
function Input.left() return btnp(INPUT_KEY_LEFT) end
|
||||
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
||||
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) 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
|
||||
|
||||
@@ -24,6 +24,22 @@ local STATE_HANDLERS = {
|
||||
ConfigurationWindow.update()
|
||||
ConfigurationWindow.draw()
|
||||
end,
|
||||
[WINDOW_AUDIOTEST] = function()
|
||||
AudioTestWindow.update()
|
||||
AudioTestWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_BUTTON_MASH] = function()
|
||||
MinigameButtonMashWindow.update()
|
||||
MinigameButtonMashWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_RHYTHM] = function()
|
||||
MinigameRhythmWindow.update()
|
||||
MinigameRhythmWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_DDR] = function()
|
||||
MinigameDDRWindow.update()
|
||||
MinigameDDRWindow.draw()
|
||||
end,
|
||||
}
|
||||
|
||||
local initialized_game = false
|
||||
@@ -37,7 +53,6 @@ end
|
||||
|
||||
function TIC()
|
||||
init_game()
|
||||
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[Context.active_window]
|
||||
if handler then
|
||||
|
||||
@@ -6,3 +6,10 @@ function Print.text(text, x, y, color, fixed, scale)
|
||||
print(text, x + 1, y + 1, shadow_color, fixed, scale)
|
||||
print(text, x, y, color, fixed, scale)
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
@@ -19,11 +19,13 @@ end
|
||||
|
||||
function UI.update_menu(items, selected_item)
|
||||
if Input.up() then
|
||||
Audio.sfx_beep()
|
||||
selected_item = selected_item - 1
|
||||
if selected_item < 1 then
|
||||
selected_item = #items
|
||||
end
|
||||
elseif Input.down() then
|
||||
Audio.sfx_beep()
|
||||
selected_item = selected_item + 1
|
||||
if selected_item > #items then
|
||||
selected_item = 1
|
||||
@@ -35,7 +37,6 @@ end
|
||||
function UI.word_wrap(text, max_chars_per_line)
|
||||
if text == nil then return {""} end
|
||||
local lines = {}
|
||||
|
||||
for input_line in (text .. "\n"):gmatch("(.-)\n") do
|
||||
local current_line = ""
|
||||
local words_in_line = 0
|
||||
@@ -50,18 +51,15 @@ function UI.word_wrap(text, max_chars_per_line)
|
||||
current_line = word
|
||||
end
|
||||
end
|
||||
|
||||
if words_in_line > 0 then
|
||||
table.insert(lines, current_line)
|
||||
else
|
||||
table.insert(lines, "")
|
||||
end
|
||||
end
|
||||
|
||||
if #lines == 0 then
|
||||
return {""}
|
||||
end
|
||||
|
||||
return lines
|
||||
end
|
||||
|
||||
@@ -85,3 +83,37 @@ function UI.create_action_item(label, action)
|
||||
type = "action_item"
|
||||
}
|
||||
end
|
||||
|
||||
function UI.draw_desition_selector(desitions, selected_desition_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 #desitions > 0 then
|
||||
local selected_desition = desitions[selected_desition_index]
|
||||
local desition_label = selected_desition.label
|
||||
local text_width = #desition_label * 4 -- Assuming 4 pixels per char
|
||||
local text_y = bar_y + 4
|
||||
|
||||
-- Center the decision label
|
||||
local text_x = (Config.screen.width - text_width) / 2
|
||||
|
||||
-- Draw left arrow at the far left
|
||||
Print.text("<", 2, text_y, Config.colors.green)
|
||||
-- Draw selected desition label
|
||||
Print.text(desition_label, text_x, text_y, Config.colors.item) -- Highlight color
|
||||
-- Draw right arrow at the far right
|
||||
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) -- 6 = 2 (right margin) + 4 (char width)
|
||||
end
|
||||
end
|
||||
|
||||
function UI.update_desition_selector(desitions, selected_desition_index)
|
||||
if Input.left() then
|
||||
Audio.sfx_beep()
|
||||
selected_desition_index = Util.safeindex(desitions, selected_desition_index - 1)
|
||||
elseif Input.right() then
|
||||
Audio.sfx_beep()
|
||||
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
|
||||
end
|
||||
return selected_desition_index
|
||||
end
|
||||
15
inc/system/system.util.lua
Normal file
15
inc/system/system.util.lua
Normal file
@@ -0,0 +1,15 @@
|
||||
Util = {}
|
||||
|
||||
function Util.safeindex(array, index)
|
||||
return ((index - 1 + #array) % #array) + 1
|
||||
end
|
||||
|
||||
function Util.go_to_screen_by_id(screen_id)
|
||||
local screen_index = Context.screen_indices_by_id[screen_id]
|
||||
if screen_index then
|
||||
Context.current_screen = screen_index
|
||||
Context.selected_desition_index = 1 -- Reset selected decision on new screen
|
||||
else
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
|
||||
end
|
||||
end
|
||||
97
inc/window/window.audiotest.lua
Normal file
97
inc/window/window.audiotest.lua
Normal file
@@ -0,0 +1,97 @@
|
||||
AudioTestWindow = {
|
||||
index_menu = 1,
|
||||
index_func = 1,
|
||||
list_func = {},
|
||||
menuitems = {},
|
||||
last_pressed = false
|
||||
}
|
||||
|
||||
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
return {
|
||||
{
|
||||
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
||||
desition = function()
|
||||
local current_func = Audio[list_func[index_func]]
|
||||
if current_func then
|
||||
current_func()
|
||||
else
|
||||
trace("Invalid Audio function: " .. list_func[index_menu])
|
||||
end
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Stop playing music",
|
||||
desition = function()
|
||||
Audio.music_stop()
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Back",
|
||||
desition = function()
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
},
|
||||
}
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
function AudioTestWindow.back()
|
||||
Audio.sfx_deselect()
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
function AudioTestWindow.draw()
|
||||
UI.draw_top_bar("Audio test")
|
||||
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
||||
end
|
||||
|
||||
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].desition()
|
||||
elseif Input.menu_back() then
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
end
|
||||
@@ -5,11 +5,11 @@ ConfigurationWindow = {
|
||||
|
||||
function ConfigurationWindow.init()
|
||||
ConfigurationWindow.controls = {
|
||||
UI.create_action_item(
|
||||
UI.create_desition_item(
|
||||
"Save",
|
||||
function() Config.save() end
|
||||
),
|
||||
UI.create_action_item(
|
||||
UI.create_desition_item(
|
||||
"Restore Defaults",
|
||||
function() Config.restore_defaults() end
|
||||
),
|
||||
@@ -27,7 +27,6 @@ function ConfigurationWindow.draw()
|
||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||
local current_y = y_start + (i - 1) * 12
|
||||
local color = Config.colors.green
|
||||
|
||||
if control.type == "numeric_stepper" then
|
||||
local value = control.get()
|
||||
local label_text = control.label
|
||||
@@ -46,7 +45,7 @@ function ConfigurationWindow.draw()
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
Print.text(value_text, value_x, current_y, color)
|
||||
end
|
||||
elseif control.type == "action_item" then
|
||||
elseif control.type == "desition_item" then
|
||||
local label_text = control.label
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
@@ -58,7 +57,6 @@ function ConfigurationWindow.draw()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
end
|
||||
|
||||
@@ -91,9 +89,9 @@ function ConfigurationWindow.update()
|
||||
local new_value = math.min(control.max, current_value + control.step)
|
||||
control.set(new_value)
|
||||
end
|
||||
elseif control.type == "action_item" then
|
||||
elseif control.type == "desition_item" then
|
||||
if Input.menu_confirm() then
|
||||
control.action()
|
||||
control.desition()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,7 +1,19 @@
|
||||
function GameWindow.draw()
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
UI.draw_top_bar(currentScreenData.name)
|
||||
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
|
||||
local available_desitions = {}
|
||||
for _, desition_id in ipairs(currentScreenData.decisions) do
|
||||
local desition_obj = DesitionManager.get(desition_id)
|
||||
if desition_obj and desition_obj.condition() then -- Check condition directly
|
||||
table.insert(available_desitions, desition_obj)
|
||||
end
|
||||
end
|
||||
-- If no available desitions, display nothing or a message
|
||||
if #available_desitions > 0 then
|
||||
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function GameWindow.update()
|
||||
@@ -10,20 +22,54 @@ function GameWindow.update()
|
||||
MenuWindow.refresh_menu_items()
|
||||
return
|
||||
end
|
||||
if Input.select() then
|
||||
if Context.current_screen == #Context.screens then
|
||||
Context.current_screen = 1
|
||||
else
|
||||
|
||||
-- Handle screen changing using up/down
|
||||
if Input.up() then
|
||||
Context.current_screen = Context.current_screen - 1
|
||||
if Context.current_screen < 1 then
|
||||
Context.current_screen = #Context.screens
|
||||
end
|
||||
Context.selected_desition_index = 1 -- Reset selected decision on screen change
|
||||
elseif Input.down() then
|
||||
Context.current_screen = Context.current_screen + 1
|
||||
if Context.current_screen > #Context.screens then
|
||||
Context.current_screen = 1
|
||||
end
|
||||
Context.selected_desition_index = 1 -- Reset selected decision on screen change
|
||||
end
|
||||
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
|
||||
local available_desitions = {}
|
||||
for _, desition_id in ipairs(currentScreenData.decisions) do
|
||||
local desition_obj = DesitionManager.get(desition_id)
|
||||
if desition_obj and desition_obj.condition() then -- Check condition directly
|
||||
table.insert(available_desitions, desition_obj)
|
||||
end
|
||||
end
|
||||
|
||||
if Input.player_interact() then
|
||||
PopupWindow.show_menu_dialog(npc, {
|
||||
{label = "Talk to", action = NPC.talk_to},
|
||||
{label = "Fight", action = NPC.fight},
|
||||
{label = "Go back", action = NPC.go_back}
|
||||
}, WINDOW_POPUP)
|
||||
-- If no available desitions, we can't update or execute
|
||||
if #available_desitions == 0 then return end
|
||||
|
||||
-- Update selected decision using left/right inputs
|
||||
local new_selected_desition_index = UI.update_desition_selector(
|
||||
available_desitions,
|
||||
Context.selected_desition_index
|
||||
)
|
||||
|
||||
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
|
||||
if new_selected_desition_index ~= Context.selected_desition_index then
|
||||
Context.selected_desition_index = new_selected_desition_index
|
||||
end
|
||||
|
||||
-- Execute selected decision on Input.select()
|
||||
if Input.select() then
|
||||
local selected_desition = available_desitions[Context.selected_desition_index]
|
||||
if selected_desition and selected_desition.handle then -- Call handle directly
|
||||
Audio.sfx_select() -- Play sound for selection
|
||||
selected_desition.handle()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -22,4 +22,3 @@ function IntroWindow.update()
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -8,8 +8,9 @@ function MenuWindow.update()
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||
if selected_item and selected_item.action then
|
||||
selected_item.action()
|
||||
if selected_item and selected_item.desition then
|
||||
Audio.sfx_select()
|
||||
selected_item.desition()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -41,20 +42,24 @@ function MenuWindow.configuration()
|
||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
||||
end
|
||||
|
||||
function MenuWindow.audio_test()
|
||||
AudioTestWindow.init()
|
||||
GameWindow.set_state(WINDOW_AUDIOTEST)
|
||||
end
|
||||
|
||||
function MenuWindow.refresh_menu_items()
|
||||
Context.menu_items = {} -- Start with an empty table
|
||||
|
||||
if Context.game_in_progress then
|
||||
table.insert(Context.menu_items, {label = "Resume Game", action = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", action = MenuWindow.save_game})
|
||||
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
|
||||
end
|
||||
|
||||
table.insert(Context.menu_items, {label = "New Game", action = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", action = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", action = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Exit", action = MenuWindow.exit})
|
||||
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
|
||||
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
|
||||
|
||||
Context.selected_menu_item = 1 -- Reset selection after refreshing
|
||||
end
|
||||
|
||||
|
||||
|
||||
323
inc/window/window.minigame.ddr.lua
Normal file
323
inc/window/window.minigame.ddr.lua
Normal file
@@ -0,0 +1,323 @@
|
||||
function MinigameDDRWindow.init()
|
||||
-- Calculate evenly spaced arrow positions
|
||||
local arrow_size = 12
|
||||
local arrow_spacing = 30
|
||||
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
|
||||
local start_x = (Config.screen.width - total_width) / 2
|
||||
Context.minigame_ddr = {
|
||||
-- Progress bar (matching button mash style)
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
fill_per_hit = 10, -- Points gained per perfect hit
|
||||
miss_penalty = 5, -- Points lost per miss
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
-- Arrow settings
|
||||
arrow_size = arrow_size,
|
||||
arrow_spawn_timer = 0,
|
||||
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
|
||||
arrow_fall_speed = 1.5, -- Pixels per frame
|
||||
arrows = {}, -- Active falling arrows {dir, x, y}
|
||||
-- Target arrows at bottom (evenly spaced, centered on screen)
|
||||
target_y = 115, -- Y position of target arrows
|
||||
target_arrows = {
|
||||
{dir = "left", x = start_x},
|
||||
{dir = "down", x = start_x + arrow_size + arrow_spacing},
|
||||
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
|
||||
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
|
||||
},
|
||||
-- Hit detection
|
||||
hit_threshold = 8, -- Pixels of tolerance for perfect hit
|
||||
button_pressed_timers = {}, -- Visual feedback per arrow
|
||||
button_press_duration = 8,
|
||||
-- Input cooldown per direction
|
||||
input_cooldowns = {
|
||||
left = 0,
|
||||
down = 0,
|
||||
up = 0,
|
||||
right = 0
|
||||
},
|
||||
input_cooldown_duration = 10,
|
||||
-- Song/Pattern system
|
||||
frame_counter = 0, -- Tracks frames since start
|
||||
current_song = nil, -- Current song data
|
||||
pattern_index = 1, -- Current position in pattern
|
||||
use_pattern = false, -- If true, use song pattern; if false, use random spawning
|
||||
return_window = WINDOW_GAME
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.start(return_window, song_key)
|
||||
MinigameDDRWindow.init()
|
||||
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
|
||||
-- Debug: Store song_key for display
|
||||
Context.minigame_ddr.debug_song_key = song_key
|
||||
-- Load song pattern if specified
|
||||
if song_key and Songs and Songs[song_key] then
|
||||
Context.minigame_ddr.current_song = Songs[song_key]
|
||||
Context.minigame_ddr.use_pattern = true
|
||||
Context.minigame_ddr.pattern_index = 1
|
||||
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
||||
else
|
||||
-- Default to random spawning
|
||||
Context.minigame_ddr.use_pattern = false
|
||||
if song_key then
|
||||
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
||||
else
|
||||
Context.minigame_ddr.debug_status = "Random mode"
|
||||
end
|
||||
end
|
||||
Context.active_window = WINDOW_MINIGAME_DDR
|
||||
end
|
||||
|
||||
-- Spawn a new arrow (random direction)
|
||||
local function spawn_arrow()
|
||||
local mg = Context.minigame_ddr
|
||||
local target = mg.target_arrows[math.random(1, 4)]
|
||||
table.insert(mg.arrows, {
|
||||
dir = target.dir,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
|
||||
})
|
||||
end
|
||||
|
||||
-- Spawn an arrow with specific direction
|
||||
local function spawn_arrow_dir(direction)
|
||||
local mg = Context.minigame_ddr
|
||||
-- Find the target arrow for this direction
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
if target.dir == direction then
|
||||
table.insert(mg.arrows, {
|
||||
dir = direction,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10
|
||||
})
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if arrow is close enough for a hit
|
||||
local function check_hit(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
local distance = math.abs(arrow.y - mg.target_y)
|
||||
return distance <= mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Check if arrow has passed the target
|
||||
local function check_miss(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
return arrow.y > mg.target_y + mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Draw a single arrow sprite
|
||||
local function draw_arrow(x, y, direction, color)
|
||||
local size = 12
|
||||
local half = size / 2
|
||||
-- Draw arrow shape based on direction
|
||||
if direction == "left" then
|
||||
-- Triangle pointing left
|
||||
tri(x + half, y, x, y + half, x + half, y + size, color)
|
||||
rect(x + half, y + half - 2, half, 4, color)
|
||||
elseif direction == "right" then
|
||||
-- Triangle pointing right
|
||||
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
||||
rect(x, y + half - 2, half, 4, color)
|
||||
elseif direction == "up" then
|
||||
-- Triangle pointing up
|
||||
tri(x, y + half, x + half, y, x + size, y + half, color)
|
||||
rect(x + half - 2, y + half, 4, half, color)
|
||||
elseif direction == "down" then
|
||||
-- Triangle pointing down
|
||||
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
||||
rect(x + half - 2, y, 4, half, color)
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
-- Check for completion (bar filled to 100%)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
-- Increment frame counter
|
||||
mg.frame_counter = mg.frame_counter + 1
|
||||
-- Check if song has ended (pattern mode only)
|
||||
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
|
||||
-- Song has ended if we've passed the end frame AND all arrows are cleared
|
||||
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
||||
-- Song complete! Return to previous window
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
end
|
||||
-- Spawn arrows based on mode (pattern or random)
|
||||
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
|
||||
-- Pattern-based spawning (synced to song)
|
||||
local pattern = mg.current_song.pattern
|
||||
-- Check if current frame matches any pattern entry
|
||||
while mg.pattern_index <= #pattern do
|
||||
local spawn_entry = pattern[mg.pattern_index]
|
||||
if mg.frame_counter >= spawn_entry.frame then
|
||||
-- Time to spawn this arrow!
|
||||
spawn_arrow_dir(spawn_entry.dir)
|
||||
mg.pattern_index = mg.pattern_index + 1
|
||||
else
|
||||
-- Not time yet, break the loop
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Random spawning mode (original behavior)
|
||||
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
||||
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
||||
spawn_arrow()
|
||||
mg.arrow_spawn_timer = 0
|
||||
end
|
||||
end
|
||||
-- Update falling arrows
|
||||
local arrows_to_remove = {}
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
arrow.y = arrow.y + mg.arrow_fall_speed
|
||||
-- Check if arrow went off-screen (miss)
|
||||
if check_miss(arrow) then
|
||||
table.insert(arrows_to_remove, i)
|
||||
-- Penalty for missing
|
||||
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Remove off-screen arrows (iterate backwards to avoid index issues)
|
||||
for i = #arrows_to_remove, 1, -1 do
|
||||
table.remove(mg.arrows, arrows_to_remove[i])
|
||||
end
|
||||
-- Update input cooldowns
|
||||
for dir, _ in pairs(mg.input_cooldowns) do
|
||||
if mg.input_cooldowns[dir] > 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
|
||||
end
|
||||
end
|
||||
-- Update button press timers
|
||||
for dir, _ in pairs(mg.button_pressed_timers) do
|
||||
if mg.button_pressed_timers[dir] > 0 then
|
||||
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
|
||||
end
|
||||
end
|
||||
-- Check for arrow key inputs
|
||||
local input_map = {
|
||||
left = Input.left(),
|
||||
down = Input.down(),
|
||||
up = Input.up(),
|
||||
right = Input.right()
|
||||
}
|
||||
for dir, pressed in pairs(input_map) do
|
||||
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
||||
mg.button_pressed_timers[dir] = mg.button_press_duration
|
||||
-- Check if any arrow matches this direction and is in hit range
|
||||
local hit = false
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
if arrow.dir == dir and check_hit(arrow) then
|
||||
-- Perfect hit!
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
end
|
||||
table.remove(mg.arrows, i)
|
||||
hit = true
|
||||
break
|
||||
end
|
||||
end
|
||||
-- If pressed but no arrow to hit, apply small penalty
|
||||
if not hit then
|
||||
mg.bar_fill = mg.bar_fill - 2
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.draw()
|
||||
local mg = Context.minigame_ddr
|
||||
-- Safety check
|
||||
if not mg then
|
||||
cls(0)
|
||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||
print("Press Z to return", 10, 20, 12)
|
||||
if Input.select() then
|
||||
Context.active_window = WINDOW_GAME
|
||||
end
|
||||
return
|
||||
end
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
-- Draw semi-transparent overlay background
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
-- Draw progress bar background
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
-- Draw progress bar fill
|
||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar
|
||||
end
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
end
|
||||
-- Draw progress percentage
|
||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||
-- Draw target arrows at bottom (light grey when not pressed)
|
||||
if mg.target_arrows then
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
|
||||
local color = is_pressed and Config.colors.green or Config.colors.light_grey
|
||||
draw_arrow(target.x, mg.target_y, target.dir, color)
|
||||
end
|
||||
end
|
||||
-- Draw falling arrows (blue)
|
||||
if mg.arrows then
|
||||
for _, arrow in ipairs(mg.arrows) do
|
||||
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color
|
||||
end
|
||||
end
|
||||
-- Draw instruction text
|
||||
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
-- Debug info (large and visible)
|
||||
local debug_y = 60
|
||||
if mg.debug_status then
|
||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||
debug_y = debug_y + 10
|
||||
end
|
||||
if mg.use_pattern then
|
||||
Print.text_center(
|
||||
"PATTERN MODE - Frame:" .. mg.frame_counter,
|
||||
Config.screen.width / 2,
|
||||
debug_y,
|
||||
Config.colors.green
|
||||
)
|
||||
if mg.current_song and mg.current_song.pattern then
|
||||
Print.text_center(
|
||||
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
|
||||
Config.screen.width / 2,
|
||||
debug_y + 10,
|
||||
Config.colors.green
|
||||
)
|
||||
end
|
||||
else
|
||||
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
|
||||
end
|
||||
end
|
||||
96
inc/window/window.minigame.mash.lua
Normal file
96
inc/window/window.minigame.mash.lua
Normal file
@@ -0,0 +1,96 @@
|
||||
function MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash = {
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
fill_per_press = 8,
|
||||
base_degradation = 0.15, -- Base degradation per frame
|
||||
degradation_multiplier = 0.006, -- Increases with bar fill
|
||||
button_pressed_timer = 0, -- Visual feedback timer
|
||||
button_press_duration = 8, -- Frames to show button press
|
||||
return_window = WINDOW_GAME, -- Window to return to after completion
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
button_x = 20,
|
||||
button_y = 110,
|
||||
button_size = 12
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.start(return_window)
|
||||
MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.update()
|
||||
local mg = Context.minigame_button_mash
|
||||
-- Check for Z button press
|
||||
if Input.select() then
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
-- Clamp to max
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
end
|
||||
end
|
||||
-- Check if bar is full (completed)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
-- Automatic degradation (increases with bar fill level)
|
||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||
mg.bar_fill = mg.bar_fill - degradation
|
||||
-- Clamp to minimum
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.draw()
|
||||
local mg = Context.minigame_button_mash
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
-- Draw semi-transparent overlay background
|
||||
-- Draw darker rectangles to create overlay effect
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
-- Draw progress bar background
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
-- Draw progress bar fill
|
||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar -- medium color
|
||||
end
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, bar_color)
|
||||
end
|
||||
-- Draw button indicator
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
end
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
-- Draw Z text in the button
|
||||
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
|
||||
-- Draw instruction text
|
||||
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
-- Draw progress percentage
|
||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||
end
|
||||
132
inc/window/window.minigame.rhythm.lua
Normal file
132
inc/window/window.minigame.rhythm.lua
Normal file
@@ -0,0 +1,132 @@
|
||||
function MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm = {
|
||||
line_position = 0, -- Normalized position (0 to 1)
|
||||
line_speed = 0.015, -- Movement speed per frame
|
||||
line_direction = 1, -- 1 for left-to-right, -1 for right-to-left
|
||||
target_center = 0.5, -- Center of target area (middle of bar)
|
||||
target_width = 0.3, -- Width of target area (normalized)
|
||||
initial_target_width = 0.3,
|
||||
min_target_width = 0.08, -- Minimum width to keep game possible
|
||||
target_shrink_rate = 0.9, -- Multiplier per successful hit (0.9 = 10% shrink)
|
||||
score = 0,
|
||||
max_score = 10,
|
||||
button_pressed_timer = 0,
|
||||
button_press_duration = 10,
|
||||
return_window = WINDOW_GAME,
|
||||
-- Visual layout (match button mash minigame dimensions)
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
-- Button indicator
|
||||
button_x = 210,
|
||||
button_y = 110,
|
||||
button_size = 10,
|
||||
-- Cooldown to prevent multiple presses in one frame
|
||||
press_cooldown = 0,
|
||||
press_cooldown_duration = 15
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.start(return_window)
|
||||
MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.update()
|
||||
local mg = Context.minigame_rhythm
|
||||
-- Move the line across the bar (bidirectional)
|
||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||
-- Reverse direction when reaching either end
|
||||
if mg.line_position > 1 then
|
||||
mg.line_position = 1
|
||||
mg.line_direction = -1
|
||||
elseif mg.line_position < 0 then
|
||||
mg.line_position = 0
|
||||
mg.line_direction = 1
|
||||
end
|
||||
-- Decrease cooldown timer
|
||||
if mg.press_cooldown > 0 then
|
||||
mg.press_cooldown = mg.press_cooldown - 1
|
||||
end
|
||||
-- Check for Z button press (only if cooldown expired)
|
||||
if Input.select() and mg.press_cooldown == 0 then
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
mg.press_cooldown = mg.press_cooldown_duration
|
||||
-- Calculate if line is within target area
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_right = mg.target_center + (mg.target_width / 2)
|
||||
if mg.line_position >= target_left and mg.line_position <= target_right then
|
||||
-- HIT! Award point
|
||||
mg.score = mg.score + 1
|
||||
else
|
||||
-- MISS! Deduct point (but not below 0)
|
||||
mg.score = mg.score - 1
|
||||
if mg.score < 0 then
|
||||
mg.score = 0
|
||||
end
|
||||
end
|
||||
-- Calculate target width dynamically based on score
|
||||
-- Each point shrinks by 10%, so reverse the formula
|
||||
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
|
||||
if mg.target_width < mg.min_target_width then
|
||||
mg.target_width = mg.min_target_width
|
||||
end
|
||||
end
|
||||
-- Check win condition
|
||||
if mg.score >= mg.max_score then
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.draw()
|
||||
local mg = Context.minigame_rhythm
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
-- Draw semi-transparent overlay background
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
-- Calculate actual pixel positions
|
||||
-- Draw bar container background
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
-- Draw bar background (empty area)
|
||||
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
|
||||
-- Draw target area (highlighted section in middle)
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_x = mg.bar_x + (target_left * mg.bar_width)
|
||||
local target_width_pixels = mg.target_width * mg.bar_width
|
||||
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
|
||||
-- Draw the moving line
|
||||
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
|
||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line
|
||||
-- Draw score text
|
||||
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
|
||||
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
|
||||
-- Draw instruction text
|
||||
Print.text_center(
|
||||
"Press Z when line is in green!",
|
||||
Config.screen.width / 2,
|
||||
mg.bar_y + mg.bar_height + 20,
|
||||
Config.colors.light_grey
|
||||
)
|
||||
-- Draw button indicator in bottom-right corner
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
end
|
||||
-- Draw button circle
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
-- Draw Z text in the button
|
||||
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||
end
|
||||
@@ -1,102 +1,44 @@
|
||||
function PopupWindow.set_dialog_node(node_key)
|
||||
local npc = Context.dialog.active_entity
|
||||
local node = npc.dialog[node_key]
|
||||
-- Simplified PopupWindow module
|
||||
local POPUP_X = 40
|
||||
local POPUP_Y = 40
|
||||
local POPUP_WIDTH = 160
|
||||
local POPUP_HEIGHT = 80
|
||||
local TEXT_MARGIN_X = POPUP_X + 10
|
||||
local TEXT_MARGIN_Y = POPUP_Y + 10
|
||||
local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
|
||||
|
||||
if not node then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
return
|
||||
end
|
||||
function PopupWindow.show(content_strings)
|
||||
Context.popup.show = true
|
||||
Context.popup.content = content_strings or {} -- Ensure it's a table
|
||||
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
|
||||
end
|
||||
|
||||
Context.dialog.current_node_key = node_key
|
||||
Context.dialog.text = node.text
|
||||
|
||||
local menu_items = {}
|
||||
if node.options then
|
||||
for _, option in ipairs(node.options) do
|
||||
table.insert(menu_items, {
|
||||
label = option.label,
|
||||
action = function()
|
||||
PopupWindow.set_dialog_node(option.next_node)
|
||||
end
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
-- if no options, it's the end of this branch.
|
||||
if #menu_items == 0 then
|
||||
table.insert(menu_items, {
|
||||
label = "Go back",
|
||||
action = function() GameWindow.set_state(WINDOW_GAME) end
|
||||
})
|
||||
end
|
||||
|
||||
Context.dialog.menu_items = menu_items
|
||||
Context.dialog.selected_menu_item = 1
|
||||
Context.dialog.showing_description = false
|
||||
GameWindow.set_state(WINDOW_POPUP)
|
||||
function PopupWindow.hide()
|
||||
Context.popup.show = false
|
||||
Context.popup.content = {} -- Clear content
|
||||
GameWindow.set_state(WINDOW_GAME) -- Return to game window
|
||||
end
|
||||
|
||||
function PopupWindow.update()
|
||||
if Context.dialog.showing_description then
|
||||
if Input.menu_confirm() or Input.menu_back() then
|
||||
Context.dialog.showing_description = false
|
||||
Context.dialog.text = "" -- Clear the description text
|
||||
-- No need to change active_window, as it remains in WINDOW_POPUP
|
||||
end
|
||||
else
|
||||
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
|
||||
if selected_item and selected_item.action then
|
||||
selected_item.action()
|
||||
if Context.popup.show then
|
||||
if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close
|
||||
PopupWindow.hide()
|
||||
end
|
||||
end
|
||||
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
|
||||
Context.dialog.active_entity = entity
|
||||
Context.dialog.text = "" -- Initial dialog text is empty, name is title
|
||||
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
|
||||
Context.dialog.showing_description = false
|
||||
Context.dialog.menu_items = menu_items
|
||||
Context.dialog.selected_menu_item = 1
|
||||
end
|
||||
|
||||
function PopupWindow.show_description_dialog(entity, description_text)
|
||||
Context.dialog.active_entity = entity
|
||||
Context.dialog.text = description_text
|
||||
GameWindow.set_state(WINDOW_POPUP)
|
||||
Context.dialog.showing_description = true
|
||||
-- No menu items needed for description dialog
|
||||
end
|
||||
|
||||
function PopupWindow.draw()
|
||||
rect(40, 40, 160, 80, Config.colors.black)
|
||||
rectb(40, 40, 160, 80, Config.colors.green)
|
||||
if Context.popup.show then
|
||||
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
||||
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.green)
|
||||
|
||||
-- Display the entity's name as the dialog title
|
||||
if Context.dialog.active_entity and Context.dialog.active_entity.name then
|
||||
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
|
||||
local current_y = TEXT_MARGIN_Y
|
||||
for _, line in ipairs(Context.popup.content) do
|
||||
Print.text(line, TEXT_MARGIN_X, current_y, Config.colors.light_grey)
|
||||
current_y = current_y + LINE_HEIGHT
|
||||
end
|
||||
|
||||
-- Display the dialog content (description for "look at", or initial name/dialog for others)
|
||||
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
|
||||
local current_y = 55 -- Starting Y position for the first line of content
|
||||
for _, line in ipairs(wrapped_lines) do
|
||||
Print.text(line, 50, current_y, Config.colors.light_grey)
|
||||
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
|
||||
end
|
||||
|
||||
-- Adjust menu position based on the number of wrapped lines
|
||||
if not Context.dialog.showing_description then
|
||||
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
|
||||
else
|
||||
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
|
||||
-- Instruction to close
|
||||
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user