feature/ldoc-return-fixes #20
@@ -8,7 +8,7 @@ Context = {}
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--- Gets initial data for Context.
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--- @within Context
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--- @return result table Initial context data. </br>
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--- @return result table Initial context data or nil. </br>
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--- Fields: </br>
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--- * current_menu_item (number) Index of the currently selected menu item.<br/>
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--- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
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@@ -18,7 +18,8 @@ Context = {}
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--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
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--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
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--- * meters (table) Meter values (see Meter.get_initial).<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.
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--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
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function Context.initial_data()
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return {
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current_menu_item = 1,
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@@ -28,6 +29,7 @@ function Context.initial_data()
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content = {}
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},
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game_in_progress = false,
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stat_screen_active = false,
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minigame_ddr = Minigame.get_default_ddr(),
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minigame_button_mash = Minigame.get_default_button_mash(),
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minigame_rhythm = Minigame.get_default_rhythm(),
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@@ -1,7 +1,6 @@
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--- @section Meter
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local METER_MAX = 1000
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local METER_DEFAULT = 500
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local METER_DECAY_PER_FRAME = 0.02
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local METER_GAIN_PER_CHORE = 100
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local COMBO_BASE_BONUS = 0.02
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local COMBO_MAX_BONUS = 0.16
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@@ -90,9 +89,6 @@ function Meter.update()
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local m = Context.meters
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local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
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if not in_minigame then
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m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
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m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
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m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
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if m.combo > 0 then
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m.combo_timer = m.combo_timer + 1
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if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
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@@ -122,6 +118,13 @@ function Meter.add(key, amount)
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end
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end
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--- Gets the timer decay as a percentage of the max meter value.
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--- @within Meter
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--- @return number The decay percentage per revolution (e.g. 2 means -2%).
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function Meter.get_timer_decay_percentage()
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return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
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end
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--- Called on minigame completion.
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--- @within Meter
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function Meter.on_minigame_complete()
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@@ -11,6 +11,7 @@ local _screens = {}
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--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
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--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
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--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
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--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
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function Screen.register(screen_data)
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if _screens[screen_data.id] then
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trace("Warning: Overwriting screen with id: " .. screen_data.id)
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@@ -24,6 +25,9 @@ function Screen.register(screen_data)
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if not screen_data.update then
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screen_data.update = function() end
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end
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if not screen_data.draw then
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screen_data.draw = function() end
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end
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_screens[screen_data.id] = screen_data
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end
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@@ -3,5 +3,74 @@ Screen.register({
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name = "Toilet",
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decisions = {
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"go_to_home",
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},
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background = "bedroom",
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init = function()
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Context.stat_screen_active = true
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Meter.hide()
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local cx = Config.screen.width * 0.75
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local cy = Config.screen.height * 0.75
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Focus.start_driven(cx, cy)
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Focus.set_percentage(0.15)
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end,
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update = function()
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if not Context.stat_screen_active then return end
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if Input.select() or Input.player_interact() then
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Focus.stop()
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Context.stat_screen_active = false
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Meter.show()
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end
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end,
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draw = function()
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if not Context.stat_screen_active then return end
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local sw = Config.screen.width
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local cx = sw / 2
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local bar_w = math.floor(sw * 0.75)
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local bar_x = math.floor((sw - bar_w) / 2)
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local bar_h = 4
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-- TODO: Add day counter
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Print.text_center("day 1", cx, 10, Config.colors.white)
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local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
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local wrapped = UI.word_wrap(narrative, 38)
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local text_y = 24
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for _, line in ipairs(wrapped) do
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Print.text_center(line, cx, text_y, Config.colors.light_grey)
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text_y = text_y + 8
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end
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local m = Context.meters
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local max_val = Meter.get_max()
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local decay_pct = Meter.get_timer_decay_percentage()
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local decay_text = string.format("-%d%%", decay_pct)
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local combo_mult = Meter.get_combo_multiplier()
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local combo_pct = math.floor((combo_mult - 1) * 100)
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local mult_text = string.format("+%d%%", combo_pct)
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local meter_start_y = text_y + 10
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local meter_list = {
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{ key = "wpm", label = "Work Productivity Meter" },
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{ key = "ism", label = "Impostor Syndrome Meter" },
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{ key = "bm", label = "Burnout Meter" },
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}
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for i, meter in ipairs(meter_list) do
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local y = meter_start_y + (i - 1) * 20
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Print.text_center(meter.label, cx, y, Config.colors.white)
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local bar_y = y + 8
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local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
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rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
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if fill_w > 0 then
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rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue)
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end
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local decay_w = print(decay_text, 0, -6, 0, false, 1)
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Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
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Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
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end
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end,
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})
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@@ -157,11 +157,10 @@ end
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--- Draws the clock timer indicator as a circular progress bar in the top-left area.
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--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
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--- Only visible when meters are visible.
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--- @within UI
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function UI.draw_timer()
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if not Context or not Context.game_in_progress or not Context.meters then return end
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if Context.meters.hidden then return end
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if Context.meters.hidden and not Context.stat_screen_active then return end
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local m = Context.meters
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local cx = 10
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@@ -207,7 +206,7 @@ function UI.draw_timer()
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local hand_angle = start_angle + progress_angle
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local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
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local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
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line(cx, cy, hand_x, hand_y, Config.colors.black)
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line(cx, cy, hand_x, hand_y, Config.colors.white)
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end
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--- Draws meters.
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@@ -12,11 +12,12 @@ function GameWindow.draw()
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rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
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end
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UI.draw_top_bar(screen.name)
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if #_available_decisions > 0 then
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if not Context.stat_screen_active and #_available_decisions > 0 then
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UI.draw_decision_selector(_available_decisions, _selected_decision_index)
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end
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Sprite.draw()
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Focus.draw()
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screen.draw()
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end
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--- Updates the game window logic.
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@@ -40,6 +41,8 @@ function GameWindow.update()
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end
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end
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if Context.stat_screen_active then return end
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-- Fetch and filter decisions locally
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local all_decisions_for_screen = Decision.get_for_screen(screen)
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_available_decisions = Decision.filter_available(all_decisions_for_screen)
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Reference in New Issue
Block a user