feature/ldoc-return-fixes #20

Merged
mr.zero merged 3 commits from feature/ldoc-return-fixes into master 2026-02-26 16:50:14 +00:00
22 changed files with 284 additions and 265 deletions

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

View File

@@ -128,9 +128,10 @@ end
--- @param beats.2 string Arrow direction ("left", "down", "up", or "right"). --- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
--- @param bpm number Beats per minute. --- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60). --- @param[opt] fps number Frames per second (default: 60).
--- @return result table The generated pattern, an array of arrow spawn entries. --- @return result table The generated pattern or nil. </br>
--- @return result.frame number The frame number when the arrow should spawn. --- Fields: </br>
--- @return result.dir string Arrow direction ("left", "down", "up", or "right"). --- * frame (number) The frame number when the arrow should spawn.<br/>
--- * dir (string) Arrow direction ("left", "down", "up", or "right").<br/>
function beats_to_pattern(beats, bpm, fps) function beats_to_pattern(beats, bpm, fps)
fps = fps or 60 fps = fps or 60
local pattern = {} local pattern = {}

View File

@@ -33,22 +33,24 @@ end
--- Gets a decision by ID. --- Gets a decision by ID.
--- @within Decision --- @within Decision
--- @param id string The ID of the decision. --- @param id string The ID of the decision.
--- @return result table The decision table or nil. --- @return table|nil result The decision table or nil. </br>
--- @return result.id string Unique decision identifier. --- Fields: </br>
--- @return result.label string Display text for the decision. --- * id (string) Unique decision identifier.<br/>
--- @return result.condition function Returns true if decision is available. --- * label (string) Display text for the decision.<br/>
--- @return result.handle function Called when the decision is selected. --- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_by_id(id) function Decision.get_by_id(id)
return _decisions[id] return _decisions[id]
end end
--- Gets all registered decisions. --- Gets all registered decisions.
--- @within Decision --- @within Decision
--- @return result table A table of all registered decisions, indexed by their IDs. --- @return result table A table of all registered decisions, indexed by their IDs. </br>
--- @return result.id string Unique decision identifier. --- Fields: </br>
--- @return result.label string Display text for the decision. --- * id (string) Unique decision identifier.<br/>
--- @return result.condition function Returns true if decision is available. --- * label (string) Display text for the decision.<br/>
--- @return result.handle function Called when the decision is selected. --- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_all() function Decision.get_all()
return _decisions return _decisions
end end
@@ -57,11 +59,12 @@ end
--- @within Decision --- @within Decision
--- @param screen_data table The data for the screen. --- @param screen_data table The data for the screen.
--- @param screen_data.decisions table Array of decision ID strings. --- @param screen_data.decisions table Array of decision ID strings.
--- @return result table An array of decision objects relevant to the screen. --- @return result table An array of decision objects relevant to the screen or nil. </br>
--- @return result.id string Unique decision identifier. --- Fields: </br>
--- @return result.label string Display text for the decision. --- * id (string) Unique decision identifier.<br/>
--- @return result.condition function Returns true if decision is available. --- * label (string) Display text for the decision.<br/>
--- @return result.handle function Called when the decision is selected. --- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.get_for_screen(screen_data) function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then if not screen_data or not screen_data.decisions then
return {} return {}
@@ -80,11 +83,12 @@ end
--- Filters a list of decision objects based on their condition function. --- Filters a list of decision objects based on their condition function.
--- @within Decision --- @within Decision
--- @param decisions_list table A table of decision objects. --- @param decisions_list table A table of decision objects.
--- @return result table An array of decisions for which condition() is true. --- @return result table An array of decisions for which condition() is true or nil. </br>
--- @return result.id string Unique decision identifier. --- Fields: </br>
--- @return result.label string Display text for the decision. --- * id (string) Unique decision identifier.<br/>
--- @return result.condition function Returns true if decision is available. --- * label (string) Display text for the decision.<br/>
--- @return result.handle function Called when the decision is selected. --- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.filter_available(decisions_list) function Decision.filter_available(decisions_list)
local available = {} local available = {}
for _, decision in ipairs(decisions_list) do for _, decision in ipairs(decisions_list) do

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@@ -8,17 +8,18 @@ Context = {}
--- Gets initial data for Context. --- Gets initial data for Context.
--- @within Context --- @within Context
--- @return result table Initial context data. --- @return result table Initial context data or nil. </br>
--- @return result.current_menu_item number Index of the currently selected menu item. --- Fields: </br>
--- @return result.splash_timer number Remaining frames for the splash screen timer. --- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- @return result.popup table Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display. --- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
--- @return result.game_in_progress boolean Whether a game is currently active. --- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
--- @return result.minigame_ddr table DDR minigame state (see Minigame.get_default_ddr). --- * game_in_progress (boolean) Whether a game is currently active.<br/>
--- @return result.minigame_button_mash table Button mash minigame state (see Minigame.get_default_button_mash). --- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
--- @return result.minigame_rhythm table Rhythm minigame state (see Minigame.get_default_rhythm). --- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- @return result.meters table Meter values (see Meter.get_initial). --- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- @return result.stat_screen_active boolean Whether the stat screen overlay is currently shown. --- * meters (table) Meter values (see Meter.get_initial).<br/>
--- @return result.game table Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID. --- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data() function Context.initial_data()
return { return {
current_menu_item = 1, current_menu_item = 1,

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@@ -1,7 +1,6 @@
--- @section Meter --- @section Meter
local METER_MAX = 1000 local METER_MAX = 1000
local METER_DEFAULT = 500 local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100 local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02 local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16 local COMBO_MAX_BONUS = 0.16
@@ -33,14 +32,15 @@ end
--- Gets initial meter values. --- Gets initial meter values.
--- @within Meter --- @within Meter
--- @return result table A table of initial meter values. --- @return result table Initial meter values. </br>
--- @return result.ism number Initial ISM meter value. --- Fields: </br>
--- @return result.wpm number Initial WPM meter value. --- * ism (number) Initial ISM meter value.<br/>
--- @return result.bm number Initial BM meter value. --- * wpm (number) Initial WPM meter value.<br/>
--- @return result.combo number Current combo count. --- * bm (number) Initial BM meter value.<br/>
--- @return result.combo_timer number Frames since last combo action. --- * combo (number) Current combo count.<br/>
--- @return result.hidden boolean Whether meters are hidden. --- * combo_timer (number) Frames since last combo action.<br/>
--- @return result.timer_progress number Clock timer revolution progress (0 to 1). --- * hidden (boolean) Whether meters are hidden.<br/>
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
function Meter.get_initial() function Meter.get_initial()
return { return {
ism = METER_DEFAULT, ism = METER_DEFAULT,

View File

@@ -16,32 +16,33 @@ end
--- Gets default DDR minigame configuration. --- Gets default DDR minigame configuration.
--- @within Minigame --- @within Minigame
--- @return result table The default DDR minigame configuration. --- @return result table The default DDR minigame configuration. </br>
--- @return result.bar_fill number Current fill level of the progress bar. --- Fields: </br>
--- @return result.max_fill number Maximum fill value to win. --- * bar_fill (number) Current fill level of the progress bar.<br/>
--- @return result.fill_per_hit number Fill gained per successful hit. --- * max_fill (number) Maximum fill value to win.<br/>
--- @return result.miss_penalty number Fill lost per miss. --- * fill_per_hit (number) Fill gained per successful hit.<br/>
--- @return result.bar_x number Progress bar X position. --- * miss_penalty (number) Fill lost per miss.<br/>
--- @return result.bar_y number Progress bar Y position. --- * bar_x (number) Progress bar X position.<br/>
--- @return result.bar_width number Progress bar width. --- * bar_y (number) Progress bar Y position.<br/>
--- @return result.bar_height number Progress bar height. --- * bar_width (number) Progress bar width.<br/>
--- @return result.arrow_size number Size of arrow sprites. --- * bar_height (number) Progress bar height.<br/>
--- @return result.arrow_spawn_timer number Timer for arrow spawning. --- * arrow_size (number) Size of arrow sprites.<br/>
--- @return result.arrow_spawn_interval number Frames between arrow spawns. --- * arrow_spawn_timer (number) Timer for arrow spawning.<br/>
--- @return result.arrow_fall_speed number Speed of falling arrows. --- * arrow_spawn_interval (number) Frames between arrow spawns.<br/>
--- @return result.arrows table Array of active arrow objects. --- * arrow_fall_speed (number) Speed of falling arrows.<br/>
--- @return result.target_y number Y position of the target line. --- * arrows (table) Array of active arrow objects.<br/>
--- @return result.target_arrows table Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position. --- * target_y (number) Y position of the target line.<br/>
--- @return result.hit_threshold number Pixel distance for a valid hit. --- * target_arrows (table) Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.<br/>
--- @return result.button_pressed_timers table Per-button press animation timers. --- * hit_threshold (number) Pixel distance for a valid hit.<br/>
--- @return result.button_press_duration number Duration of button press animation. --- * button_pressed_timers (table) Per-button press animation timers.<br/>
--- @return result.input_cooldowns table Per-direction cooldown timers (left, down, up, right). --- * button_press_duration (number) Duration of button press animation.<br/>
--- @return result.input_cooldown_duration number Frames of input cooldown. --- * input_cooldowns (table) Per-direction cooldown timers (left, down, up, right).<br/>
--- @return result.frame_counter number Global frame counter. --- * input_cooldown_duration (number) Frames of input cooldown.<br/>
--- @return result.current_song table Currently playing song data. --- * frame_counter (number) Global frame counter.<br/>
--- @return result.pattern_index number Current index in song pattern. --- * current_song (table) Currently playing song data.<br/>
--- @return result.use_pattern boolean Whether to use song pattern for spawning. --- * pattern_index (number) Current index in song pattern.<br/>
--- @return result.return_window string Window ID to return to after minigame. --- * use_pattern (boolean) Whether to use song pattern for spawning.<br/>
--- * return_window (string) Window ID to return to after minigame.
function Minigame.get_default_ddr() function Minigame.get_default_ddr()
local arrow_size = 12 local arrow_size = 12
local arrow_spacing = 30 local arrow_spacing = 30
@@ -83,22 +84,23 @@ end
--- Gets default button mash minigame configuration. --- Gets default button mash minigame configuration.
--- @within Minigame --- @within Minigame
--- @return result table The default button mash minigame configuration. --- @return result table The default button mash minigame configuration. </br>
--- @return result.bar_fill number Current fill level of the progress bar. --- Fields: </br>
--- @return result.max_fill number Maximum fill value to win. --- * bar_fill (number) Current fill level of the progress bar.<br/>
--- @return result.fill_per_press number Fill gained per button press. --- * max_fill (number) Maximum fill value to win.<br/>
--- @return result.base_degradation number Base rate of bar degradation per frame. --- * fill_per_press (number) Fill gained per button press.<br/>
--- @return result.degradation_multiplier number Multiplier for degradation scaling. --- * base_degradation (number) Base rate of bar degradation per frame.<br/>
--- @return result.button_pressed_timer number Button press animation timer. --- * degradation_multiplier (number) Multiplier for degradation scaling.<br/>
--- @return result.button_press_duration number Duration of button press animation. --- * button_pressed_timer (number) Button press animation timer.<br/>
--- @return result.return_window string Window ID to return to after minigame. --- * button_press_duration (number) Duration of button press animation.<br/>
--- @return result.bar_x number Progress bar X position. --- * return_window (string) Window ID to return to after minigame.<br/>
--- @return result.bar_y number Progress bar Y position. --- * bar_x (number) Progress bar X position.<br/>
--- @return result.bar_width number Progress bar width. --- * bar_y (number) Progress bar Y position.<br/>
--- @return result.bar_height number Progress bar height. --- * bar_width (number) Progress bar width.<br/>
--- @return result.button_x number Button indicator X position. --- * bar_height (number) Progress bar height.<br/>
--- @return result.button_y number Button indicator Y position. --- * button_x (number) Button indicator X position.<br/>
--- @return result.button_size number Button indicator size. --- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
function Minigame.get_default_button_mash() function Minigame.get_default_button_mash()
return { return {
bar_fill = 0, bar_fill = 0,
@@ -124,29 +126,30 @@ end
--- Gets default rhythm minigame configuration. --- Gets default rhythm minigame configuration.
--- @within Minigame --- @within Minigame
--- @return result table The default rhythm minigame configuration. --- @return result table The default rhythm minigame configuration. </br>
--- @return result.line_position number Current position of the moving line (0-1). --- Fields: </br>
--- @return result.line_speed number Speed of the moving line per frame. --- * line_position (number) Current position of the moving line (0-1).<br/>
--- @return result.line_direction number Direction of line movement (1 or -1). --- * line_speed (number) Speed of the moving line per frame.<br/>
--- @return result.target_center number Center of the target zone (0-1). --- * line_direction (number) Direction of line movement (1 or -1).<br/>
--- @return result.target_width number Current width of the target zone. --- * target_center (number) Center of the target zone (0-1).<br/>
--- @return result.initial_target_width number Starting width of the target zone. --- * target_width (number) Current width of the target zone.<br/>
--- @return result.min_target_width number Minimum width the target zone can shrink to. --- * initial_target_width (number) Starting width of the target zone.<br/>
--- @return result.target_shrink_rate number Multiplier applied to target width after each hit. --- * min_target_width (number) Minimum width the target zone can shrink to.<br/>
--- @return result.score number Current score. --- * target_shrink_rate (number) Multiplier applied to target width after each hit.<br/>
--- @return result.max_score number Score needed to win. --- * score (number) Current score.<br/>
--- @return result.button_pressed_timer number Button press animation timer. --- * max_score (number) Score needed to win.<br/>
--- @return result.button_press_duration number Duration of button press animation. --- * button_pressed_timer (number) Button press animation timer.<br/>
--- @return result.return_window string Window ID to return to after minigame. --- * button_press_duration (number) Duration of button press animation.<br/>
--- @return result.bar_x number Progress bar X position. --- * return_window (string) Window ID to return to after minigame.<br/>
--- @return result.bar_y number Progress bar Y position. --- * bar_x (number) Progress bar X position.<br/>
--- @return result.bar_width number Progress bar width. --- * bar_y (number) Progress bar Y position.<br/>
--- @return result.bar_height number Progress bar height. --- * bar_width (number) Progress bar width.<br/>
--- @return result.button_x number Button indicator X position. --- * bar_height (number) Progress bar height.<br/>
--- @return result.button_y number Button indicator Y position. --- * button_x (number) Button indicator X position.<br/>
--- @return result.button_size number Button indicator size. --- * button_y (number) Button indicator Y position.<br/>
--- @return result.press_cooldown number Current cooldown timer. --- * button_size (number) Button indicator size.<br/>
--- @return result.press_cooldown_duration number Frames of press cooldown. --- * press_cooldown (number) Current cooldown timer.<br/>
--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
function Minigame.get_default_rhythm() function Minigame.get_default_rhythm()
return { return {
line_position = 0, line_position = 0,

View File

@@ -6,14 +6,15 @@ local _maps = {}
--- Gets all registered maps as an array. --- Gets all registered maps as an array.
--- @within Map --- @within Map
--- @return result table An array of registered map data. --- @return result table An array of registered map data. </br>
--- @return result.id string Unique map identifier. --- Fields: </br>
--- @return result.from_x number Source tile X coordinate in the map sheet. --- * id (string) Unique map identifier.<br/>
--- @return result.from_y number Source tile Y coordinate in the map sheet. --- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- @return result.width number Width in tiles. --- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- @return result.height number Height in tiles. --- * width (number) Width in tiles.<br/>
--- @return result.to_x number Destination X coordinate on screen. --- * height (number) Height in tiles.<br/>
--- @return result.to_y number Destination Y coordinate on screen. --- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_maps_array() function Map.get_maps_array()
local maps_array = {} local maps_array = {}
for _, map_data in pairs(_maps) do for _, map_data in pairs(_maps) do
@@ -25,13 +26,13 @@ end
--- Registers a map definition. --- Registers a map definition.
--- @within Map --- @within Map
--- @param map_data table The map data table. --- @param map_data table The map data table.
--- @param map_data.id string Unique map identifier. --- @param map_data.id string Unique map identifier.<br/>
--- @param map_data.from_x number Source tile X coordinate in the map sheet. --- @param map_data.from_x number Source tile X coordinate in the map sheet.<br/>
--- @param map_data.from_y number Source tile Y coordinate in the map sheet. --- @param map_data.from_y number Source tile Y coordinate in the map sheet.<br/>
--- @param map_data.width number Width in tiles. --- @param map_data.width number Width in tiles.<br/>
--- @param map_data.height number Height in tiles. --- @param map_data.height number Height in tiles.<br/>
--- @param map_data.to_x number Destination X coordinate on screen. --- @param map_data.to_x number Destination X coordinate on screen.<br/>
--- @param map_data.to_y number Destination Y coordinate on screen. --- @param map_data.to_y number Destination Y coordinate on screen.<br/>
function Map.register(map_data) function Map.register(map_data)
if _maps[map_data.id] then if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id) trace("Warning: Overwriting map with id: " .. map_data.id)
@@ -42,14 +43,15 @@ end
--- Gets a map by ID. --- Gets a map by ID.
--- @within Map --- @within Map
--- @param map_id string The ID of the map. --- @param map_id string The ID of the map.
--- @return result table The map data table or nil. --- @return result table The map data table or nil. </br>
--- @return result.id string Unique map identifier. --- Fields: </br>
--- @return result.from_x number Source tile X coordinate in the map sheet. --- * id (string) Unique map identifier.<br/>
--- @return result.from_y number Source tile Y coordinate in the map sheet. --- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- @return result.width number Width in tiles. --- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- @return result.height number Height in tiles. --- * width (number) Width in tiles.<br/>
--- @return result.to_x number Destination X coordinate on screen. --- * height (number) Height in tiles.<br/>
--- @return result.to_y number Destination Y coordinate on screen. --- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_by_id(map_id) function Map.get_by_id(map_id)
return _maps[map_id] return _maps[map_id]
end end

View File

@@ -34,28 +34,30 @@ end
--- Gets a screen by ID. --- Gets a screen by ID.
--- @within Screen --- @within Screen
--- @param screen_id string The ID of the screen. --- @param screen_id string The ID of the screen.
--- @return result table The screen table or nil. --- @return table|nil screen The screen table or nil. </br>
--- @return result.id string Unique screen identifier. --- Fields: </br>
--- @return result.name string Display name of the screen. --- * id (string) Unique screen identifier.<br/>
--- @return result.decisions table Array of decision ID strings available on this screen. --- * name (string) Display name.<br/>
--- @return result.background string Map ID used as background. --- * decisions (table) Array of decision ID strings.<br/>
--- @return result.situations table Array of situation ID strings. --- * background (string) Map ID used as background.<br/>
--- @return result.init function Called when the screen is entered. --- * situations (table) Array of situation ID strings.<br/>
--- @return result.update function Called each frame while screen is active. --- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id) function Screen.get_by_id(screen_id)
return _screens[screen_id] return _screens[screen_id]
end end
--- Gets all registered screens. --- Gets all registered screens.
--- @within Screen --- @within Screen
--- @return result table A table containing all registered screen data, indexed by their IDs. --- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
--- @return result.id string Unique screen identifier. --- Fields: </br>
--- @return result.name string Display name of the screen. --- * id (string) Unique screen identifier.<br/>
--- @return result.decisions table Array of decision ID strings available on this screen. --- * name (string) Display name of the screen.<br/>
--- @return result.background string Map ID used as background. --- * decisions (table) Array of decision ID strings available on this screen.<br/>
--- @return result.situations table Array of situation ID strings. --- * background (string) Map ID used as background.<br/>
--- @return result.init function Called when the screen is entered. --- * situations (table) Array of situation ID strings.<br/>
--- @return result.update function Called each frame while screen is active. --- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all() function Screen.get_all()
return _screens return _screens
end end

View File

@@ -4,10 +4,10 @@ local _situations = {}
--- Registers a situation definition. --- Registers a situation definition.
--- @within Situation --- @within Situation
--- @param situation table The situation data table. --- @param situation table The situation data table.
--- @param situation.id string Unique situation identifier. --- @param situation.id string Unique situation identifier.<br/>
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to. --- @param[opt] situation.screen_id string ID of the screen this situation belongs to.<br/>
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop. --- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.<br/>
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop. --- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/>
function Situation.register(situation) function Situation.register(situation)
if not situation or not situation.id then if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"}) PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
@@ -28,11 +28,12 @@ end
--- Gets a situation by ID. --- Gets a situation by ID.
--- @within Situation --- @within Situation
--- @param id string The situation ID. --- @param id string The situation ID.
--- @return result table The situation table or nil. --- @return result table The situation table or nil. </br>
--- @return result.id string Unique situation identifier. --- Fields: </br>
--- @return result.screen_id string ID of the screen this situation belongs to. --- * id (string) Unique situation identifier.<br/>
--- @return result.handle function Called when the situation is applied. --- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- @return result.update function Called each frame while situation is active. --- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_by_id(id) function Situation.get_by_id(id)
return _situations[id] return _situations[id]
end end
@@ -40,11 +41,12 @@ end
--- Gets all registered situations, optionally filtered by screen ID. --- Gets all registered situations, optionally filtered by screen ID.
--- @within Situation --- @within Situation
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID. --- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. --- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. </br>
--- @return result.id string Unique situation identifier. --- Fields: </br>
--- @return result.screen_id string ID of the screen this situation belongs to. --- * id (string) Unique situation identifier.<br/>
--- @return result.handle function Called when the situation is applied. --- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- @return result.update function Called each frame while situation is active. --- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_all(screen_id) function Situation.get_all(screen_id)
if screen_id then if screen_id then
local filtered_situations = {} local filtered_situations = {}

View File

@@ -5,14 +5,14 @@ local _active_sprites = {}
--- Registers a sprite definition. --- Registers a sprite definition.
--- @within Sprite --- @within Sprite
--- @param sprite_data table A table containing the sprite definition. --- @param sprite_data table A table containing the sprite definition.
--- @param sprite_data.id string Unique sprite identifier. --- @param sprite_data.id string Unique sprite identifier.<br/>
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode. --- @param[opt] sprite_data.s number Sprite index for single-sprite mode.<br/>
--- @param[opt] sprite_data.colorkey number Default color index for transparency. --- @param[opt] sprite_data.colorkey number Default color index for transparency.<br/>
--- @param[opt] sprite_data.scale number Default scaling factor. --- @param[opt] sprite_data.scale number Default scaling factor.<br/>
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default. --- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.<br/>
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default. --- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.<br/>
--- @param[opt] sprite_data.rot number Default rotation in degrees. --- @param[opt] sprite_data.rot number Default rotation in degrees.<br/>
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides. --- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.<br/>
function Sprite.register(sprite_data) function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!") trace("Error: Invalid sprite object registered (missing id)!")
@@ -26,14 +26,14 @@ end
--- Schedules a sprite for drawing. --- Schedules a sprite for drawing.
--- @within Sprite --- @within Sprite
--- @param id string The unique identifier of the sprite. --- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate. --- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate. --- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency. --- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor. --- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally. --- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically. --- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees. --- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot) function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
if not _sprites[id] then if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id) trace("Error: Attempted to show non-registered sprite with id: " .. id)
@@ -54,7 +54,7 @@ end
--- Hides a displayed sprite. --- Hides a displayed sprite.
--- @within Sprite --- @within Sprite
--- @param id string The unique identifier of the sprite. --- @param id string The unique identifier of the sprite.<br/>
function Sprite.hide(id) function Sprite.hide(id)
_active_sprites[id] = nil _active_sprites[id] = nil
end end

View File

@@ -3,6 +3,7 @@ local initialized_game = false
--- Initializes game state. --- Initializes game state.
--- @within Main --- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game() local function init_game()
if initialized_game then return end if initialized_game then return end
Context.reset() Context.reset()

View File

@@ -1,13 +1,11 @@
--- @section Print
--- Prints text with shadow. --- Prints text with shadow.
--- @within Print --- @within Print
--- @param text string The text to print. --- @param text string The text to print.<br/>
--- @param x number The x-coordinate. --- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate. --- @param y number The y-coordinate.<br/>
--- @param color number The color of the text. --- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font. --- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor. --- @param[opt] scale number The scaling factor.<br/>
function Print.text(text, x, y, color, fixed, scale) function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end if color == shadow_color then shadow_color = Config.colors.light_grey end
@@ -18,12 +16,12 @@ end
--- Prints centered text with shadow. --- Prints centered text with shadow.
--- @within Print --- @within Print
--- @param text string The text to print. --- @param text string The text to print.<br/>
--- @param x number The x-coordinate for centering. --- @param x number The x-coordinate for centering.<br/>
--- @param y number The y-coordinate. --- @param y number The y-coordinate.<br/>
--- @param color number The color of the text. --- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font. --- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor. --- @param[opt] scale number The scaling factor.<br/>
function Print.text_center(text, x, y, color, fixed, scale) function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1 scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale) local text_width = print(text, 0, -6, 0, fixed, scale)

View File

@@ -2,7 +2,7 @@
--- Draws the top bar. --- Draws the top bar.
--- @within UI --- @within UI
--- @param title string The title text to display. --- @param title string The title text to display.<br/>
function UI.draw_top_bar(title) function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey) rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.light_blue) Print.text(title, 3, 2, Config.colors.light_blue)
@@ -16,10 +16,10 @@ end
--- Draws a menu. --- Draws a menu.
--- @within UI --- @within UI
--- @param items table A table of menu items. --- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item. --- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu. --- @param x number The x-coordinate for the menu.<br/>
--- @param y number The y-coordinate for the menu. --- @param y number The y-coordinate for the menu.<br/>
function UI.draw_menu(items, selected_item, x, y) function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do for i, item in ipairs(items) do
local current_y = y + (i-1)*10 local current_y = y + (i-1)*10
@@ -32,9 +32,9 @@ end
--- Updates menu selection. --- Updates menu selection.
--- @within UI --- @within UI
--- @param items table A table of menu items. --- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item. --- @param selected_item number The current index of the selected item.<br/>
--- @return number The updated index of the selected item. --- @return number selected_item The updated index of the selected item.
function UI.update_menu(items, selected_item) function UI.update_menu(items, selected_item)
if Input.up() then if Input.up() then
Audio.sfx_beep() Audio.sfx_beep()
@@ -54,9 +54,9 @@ end
--- Wraps text. --- Wraps text.
--- @within UI --- @within UI
--- @param text string The text to wrap. --- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line. --- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return table A table of wrapped lines. --- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line) function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end if text == nil then return {""} end
local lines = {} local lines = {}
@@ -88,22 +88,23 @@ end
--- Creates a numeric stepper. --- Creates a numeric stepper.
--- @within UI --- @within UI
--- @param label string The label for the stepper. --- @param label string The label for the stepper.<br/>
--- @param value_getter function Function to get the current value. --- @param value_getter function Function to get the current value.<br/>
--- @param value_setter function Function to set the current value. --- @param value_setter function Function to set the current value.<br/>
--- @param min number The minimum value. --- @param min number The minimum value.<br/>
--- @param max number The maximum value. --- @param max number The maximum value.<br/>
--- @param step number The step increment. --- @param step number The step increment.<br/>
--- @param[opt] format string The format string for displaying the value. --- @param[opt] format string The format string for displaying the value.<br/>
--- @return result table A numeric stepper control definition. --- @return result table A numeric stepper control definition or nil. </br>
--- @return result.label string The label for the stepper. --- Fields: </br>
--- @return result.get function Function to get the current value. --- * label (string) The label for the stepper.<br/>
--- @return result.set function Function to set the current value. --- * get (function) Function to get the current value.<br/>
--- @return result.min number The minimum value. --- * set (function) Function to set the current value.<br/>
--- @return result.max number The maximum value. --- * min (number) The minimum value.<br/>
--- @return result.step number The step increment. --- * max (number) The maximum value.<br/>
--- @return result.format string The format string for displaying the value. --- * step (number) The step increment.<br/>
--- @return result.type string Control type identifier ("numeric_stepper"). --- * format (string) The format string for displaying the value.<br/>
--- * type (string) Control type identifier ("numeric_stepper").<br/>
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format) function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return { return {
label = label, label = label,
@@ -119,12 +120,13 @@ end
--- Creates an action item. --- Creates an action item.
--- @within UI --- @within UI
--- @param label string The label for the action item. --- @param label string The label for the action item.<br/>
--- @param action function The function to execute when the item is selected. --- @param action function The function to execute when the item is selected.<br/>
--- @return result table An action item control definition. --- @return result table An action item control definition or nil. </br>
--- @return result.label string The label for the action item. --- Fields: </br>
--- @return result.action function The function to execute when the item is selected. --- * label (string) The label for the action item.<br/>
--- @return result.type string Control type identifier ("action_item"). --- * action (function) The function to execute when the item is selected.<br/>
--- * type (string) Control type identifier ("action_item").<br/>
function UI.create_action_item(label, action) function UI.create_action_item(label, action)
return { return {
label = label, label = label,
@@ -135,8 +137,8 @@ end
--- Draws decision selector. --- Draws decision selector.
--- @within UI --- @within UI
--- @param decisions table A table of decision items. --- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision. --- @param selected_decision_index number The index of the selected decision.<br/>
function UI.draw_decision_selector(decisions, selected_decision_index) function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16 local bar_height = 16
local bar_y = Config.screen.height - bar_height local bar_y = Config.screen.height - bar_height
@@ -243,9 +245,9 @@ end
--- Updates decision selector. --- Updates decision selector.
--- @within UI --- @within UI
--- @param decisions table A table of decision items. --- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision. --- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number The updated index of the selected decision. --- @return number selected_decision_index The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index) function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then if Input.left() then
Audio.sfx_beep() Audio.sfx_beep()
@@ -255,4 +257,4 @@ function UI.update_decision_selector(decisions, selected_decision_index)
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1) selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end end
return selected_decision_index return selected_decision_index
end end

View File

@@ -5,14 +5,14 @@
--- @within Util --- @within Util
--- @param array table The array to index. --- @param array table The array to index.
--- @param index number The desired index (can be out of bounds). --- @param index number The desired index (can be out of bounds).
--- @return number The wrapped index within the array's bounds. --- @return number index The wrapped index within the array's bounds.
function Util.safeindex(array, index) function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1 return ((index - 1 + #array) % #array) + 1
end end
--- Navigates to a screen by its ID. --- Navigates to a screen by its ID.
--- @within Util --- @within Util
--- @param screen_id string The ID of the screen to go to. --- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id) function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id) local screen = Screen.get_by_id(screen_id)
if screen then if screen then
@@ -26,7 +26,8 @@ end
--- Checks if a table contains a specific value. --- Checks if a table contains a specific value.
--- @within Util --- @within Util
--- @param t table The table to check. --- @param t table The table to check.
--- @param value any The value to look for. --- @param value any The value to look for.<br/>
--- @return boolean true if the value is found, false otherwise.
function Util.contains(t, value) function Util.contains(t, value)
for i = 1, #t do for i = 1, #t do
if t[i] == value then if t[i] == value then

View File

@@ -9,11 +9,12 @@ AudioTestWindow = {
--- Generates menu items for audio test. --- Generates menu items for audio test.
--- @within AudioTestWindow --- @within AudioTestWindow
--- @param list_func table List of audio functions. --- @param list_func table List of audio functions.<br/>
--- @param index_func number Current index of selected function. --- @param index_func number Current index of selected function.<br/>
--- @return result table Generated menu items, an array of menu item tables. --- @return result table Generated menu items, an array of menu item tables or nil. </br>
--- @return result.label string Display text for the menu item. --- Fields: </br>
--- @return result.decision function Called when the menu item is selected. --- * label (string) Display text for the menu item.<br/>
--- * decision (function) Called when the menu item is selected.<br/>
function AudioTestWindow.generate_menuitems(list_func, index_func) function AudioTestWindow.generate_menuitems(list_func, index_func)
return { return {
{ {
@@ -44,7 +45,7 @@ end
--- Generates list of audio functions. --- Generates list of audio functions.
--- @within AudioTestWindow --- @within AudioTestWindow
--- @return table A sorted list of audio function names. --- @return result table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc() function AudioTestWindow.generate_listfunc()
local result = {} local result = {}

View File

@@ -75,7 +75,7 @@ end
--- Sets the active window. --- Sets the active window.
--- @within GameWindow --- @within GameWindow
--- @param new_state string The ID of the new active window. --- @param new_state string The ID of the new active window.</br>
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Window.set_current(new_state) Window.set_current(new_state)
end end

View File

@@ -3,8 +3,8 @@ local _windows = {}
--- Registers a window table. --- Registers a window table.
--- @within Window --- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu"). --- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., SplashWindow). --- @param window_table table The actual window module table (e.g., SplashWindow).</br>
function Window.register(id, window_table) function Window.register(id, window_table)
_windows[id] = window_table _windows[id] = window_table
end end
@@ -12,21 +12,23 @@ end
--- Retrieves a registered window table by its ID. --- Retrieves a registered window table by its ID.
--- @within Window --- @within Window
--- @param id string The ID of the window. --- @param id string The ID of the window.
--- @return result table The window module table. --- @return result table The window module table or nil. </br>
--- @return result.update function Called each frame to update window logic. --- Fields: </br>
--- @return result.draw function Called each frame to draw the window. --- * update (function) Called each frame to update window logic.<br/>
--- * draw (function) Called each frame to draw the window.<br/>
function Window.get(id) function Window.get(id)
return _windows[id] return _windows[id]
end end
--- Sets the currently active window. --- Sets the currently active window.
--- @within Window --- @within Window
--- @param id string The ID of the window to activate. --- @param id string The ID of the window to activate.</br>
function Window.set_current(id) function Window.set_current(id)
Context.current_window = id Context.current_window = id
end end
--- Gets the ID of the currently active window. --- Gets the ID of the currently active window.
--- This function is used by the main game loop to update and draw the active window.
--- @within Window --- @within Window
--- @return string The ID of the active window. --- @return string The ID of the active window.
function Window.get_current_id() function Window.get_current_id()

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@@ -2,16 +2,16 @@
--- Initializes DDR minigame state. --- Initializes DDR minigame state.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration. --- @param params table Optional parameters for configuration.<br/>
function MinigameDDRWindow.init(params) function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigame.configure_ddr(params) Context.minigame_ddr = Minigame.configure_ddr(params)
end end
--- Starts the DDR minigame. --- Starts the DDR minigame.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
--- @param return_window string The window ID to return to after the minigame. --- @param return_window string The window ID to return to after the minigame.</br>
--- @param[opt] song_key string The key of the song to play. --- @param[opt] song_key string The key of the song to play.</br>
--- @param[opt] params table Optional parameters for minigame configuration. --- @param[opt] params table Optional parameters for minigame configuration.</br>
function MinigameDDRWindow.start(return_window, song_key, params) function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params) MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or "game" Context.minigame_ddr.return_window = return_window or "game"
@@ -265,4 +265,4 @@ function MinigameDDRWindow.draw()
else else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue) Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end end
end end

View File

@@ -1,16 +1,14 @@
--- @section MinigameButtonMashWindow
--- Initializes button mash minigame state. --- Initializes button mash minigame state.
--- @within MinigameButtonMashWindow --- @within MinigameButtonMashWindow
--- @param params table Optional parameters for configuration. --- @param params table Optional parameters for configuration.<br/>
function MinigameButtonMashWindow.init(params) function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigame.configure_button_mash(params) Context.minigame_button_mash = Minigame.configure_button_mash(params)
end end
--- Starts the button mash minigame. --- Starts the button mash minigame.
--- @within MinigameButtonMashWindow --- @within MinigameButtonMashWindow
--- @param return_window string The window ID to return to after the minigame. --- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration. --- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameButtonMashWindow.start(return_window, params) function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params) MinigameButtonMashWindow.init(params)
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash

View File

@@ -2,15 +2,15 @@
--- Initializes rhythm minigame state. --- Initializes rhythm minigame state.
--- @within MinigameRhythmWindow --- @within MinigameRhythmWindow
--- @param params table Optional parameters for configuration. --- @param params table Optional parameters for configuration.<br/>
function MinigameRhythmWindow.init(params) function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigame.configure_rhythm(params) Context.minigame_rhythm = Minigame.configure_rhythm(params)
end end
--- Starts the rhythm minigame. --- Starts the rhythm minigame.
--- @within MinigameRhythmWindow --- @within MinigameRhythmWindow
--- @param return_window string The window ID to return to after the minigame. --- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration. --- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameRhythmWindow.start(return_window, params) function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params) MinigameRhythmWindow.init(params)
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm

View File

@@ -9,7 +9,7 @@ local LINE_HEIGHT = 8
--- Displays a popup window. --- Displays a popup window.
--- @within PopupWindow --- @within PopupWindow
--- @param content_strings table A table of strings to display in the popup. --- @param content_strings table A table of strings to display in the popup.</br>
function PopupWindow.show(content_strings) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} Context.popup.content = content_strings or {}
@@ -49,4 +49,4 @@ function PopupWindow.draw()
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.light_blue) Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.light_blue)
end end
end end

View File

@@ -1,5 +1,3 @@
--- @section SplashWindow
--- Draws the splash window. --- Draws the splash window.
--- @within SplashWindow --- @within SplashWindow
function SplashWindow.draw() function SplashWindow.draw()