feature/refactor-npc-handling-to-desition-handling #3
@@ -28,19 +28,26 @@ local Config = {
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local CONFIG_SAVE_BANK = 7
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local CONFIG_MAGIC_VALUE_ADDRESS = 2
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local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
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local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
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function Config.save()
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-- Save physics settings
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mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
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--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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end
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function Config.load()
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if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
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-- Config has been saved, load values
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Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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else
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-- No saved config, restore defaults
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Config.restore_defaults()
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-- Check if config has been saved before using a magic value
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end
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end
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function Config.restore_defaults()
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Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
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-- Any other configurable items should be reset here
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end
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@@ -28,13 +28,9 @@ local function get_initial_data()
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},
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current_screen = 1,
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splash_timer = Config.timing.splash_duration,
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dialog = {
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text = "",
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menu_items = {},
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selected_menu_item = 1,
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active_entity = nil,
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showing_description = false,
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current_node_key = nil
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popup = { -- New popup table
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show = false,
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content = {} -- Array of strings
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},
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player = {
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sprite_id = Config.player.sprite_id
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@@ -51,36 +47,17 @@ local function get_initial_data()
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screens = clone_table({
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{
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name = "Screen 1",
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items = {
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{
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name = "Key",
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sprite_id = 4,
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desc = "A rusty old key. It might open something."
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}
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}
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},
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{
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-- Screen 2
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name = "Screen 2",
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items = {
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{
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name = "Potion",
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sprite_id = 7,
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desc = "A glowing red potion. It looks potent."
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}
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}
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},
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{
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-- Screen 3
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name = "Screen 3",
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items = {}
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}
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})
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}
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end
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Context = {}
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local function reset_context_to_initial_state()
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local initial_data = get_initial_data()
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@@ -10,9 +10,10 @@ local MinigameRhythmWindow = {}
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local MinigameDDRWindow = {}
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local Util = {}
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local Actions = {}
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local Context = {}
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local UI = {}
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local Print = {}
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local Input = {}
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local Player = {}
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local Audio = {}local Audio = {}
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local Audio = {}
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local Actions = {}
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@@ -1,18 +1,3 @@
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Actions = {}
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function Actions.start_dialog(dialog_data, active_entity_name, start_node)
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-- This function will handle initiating a dialog.
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-- It needs access to the full dialog structure, the entity that owns it (for display), and the starting node.
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-- The active_entity_name is just for display purposes; the full dialog_data should contain all nodes.
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-- Create a dummy entity for PopupWindow.show_menu_dialog (which expects an entity)
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local dummy_entity = { name = active_entity_name, dialog = dialog_data }
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-- This is a temporary solution. The final refactor will remove show_menu_dialog.
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-- For now, we'll mimic the old behavior as much as possible for dialogs.
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Context.dialog.active_entity = dummy_entity
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PopupWindow.set_dialog_node(start_node)
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end
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function Actions.start_minigame_mash()
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MinigameButtonMashWindow.start(WINDOW_GAME)
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@@ -25,7 +10,3 @@ end
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function Actions.start_minigame_ddr(song_key)
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MinigameDDRWindow.start(WINDOW_GAME, song_key)
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end
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function Actions.examine_item(item_data)
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PopupWindow.show_description_dialog(item_data, item_data.desc)
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end
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@@ -304,7 +304,7 @@ function MinigameDDRWindow.draw()
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if mg.bar_fill > 66 then
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bar_color = Config.colors.item -- yellow
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elseif mg.bar_fill > 33 then
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bar_color = Config.colors.npc
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bar_color = Config.colors.bar
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end
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rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
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@@ -326,7 +326,7 @@ function MinigameDDRWindow.draw()
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-- Draw falling arrows (blue)
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if mg.arrows then
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for _, arrow in ipairs(mg.arrows) do
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draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.npc) -- blue color
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draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color
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end
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end
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@@ -345,6 +345,6 @@ function MinigameDDRWindow.draw()
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Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
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end
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else
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Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.npc)
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Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
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end
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end
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@@ -83,7 +83,7 @@ function MinigameButtonMashWindow.draw()
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if mg.bar_fill > 66 then
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bar_color = Config.colors.item -- yellow
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elseif mg.bar_fill > 33 then
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bar_color = Config.colors.npc -- medium color
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bar_color = Config.colors.bar -- medium color
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end
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rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
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@@ -1,128 +1,44 @@
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function PopupWindow.set_dialog_node(node_key)
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-- Special handling for minigame trigger
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if node_key == "__MINIGAME_BUTTON_MASH__" then
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MinigameButtonMashWindow.start(WINDOW_GAME)
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return
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end
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-- Simplified PopupWindow module
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local POPUP_X = 40
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local POPUP_Y = 40
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local POPUP_WIDTH = 160
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local POPUP_HEIGHT = 80
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local TEXT_MARGIN_X = POPUP_X + 10
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local TEXT_MARGIN_Y = POPUP_Y + 10
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local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
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-- Special handling for rhythm minigame trigger
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if node_key == "__MINIGAME_RHYTHM__" then
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MinigameRhythmWindow.start(WINDOW_GAME)
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return
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end
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function PopupWindow.show(content_strings)
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Context.popup.show = true
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Context.popup.content = content_strings or {} -- Ensure it's a table
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GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
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end
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-- Special handling for DDR minigame trigger
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-- Format: __MINIGAME_DDR__ or __MINIGAME_DDR:song_key__
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local song_key = node_key:match("^__MINIGAME_DDR:(.+)__$")
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if song_key then
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-- Extract song key from the node (format: __MINIGAME_DDR/test_song__)
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trace('Playing song: ' .. song_key)
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MinigameDDRWindow.start(WINDOW_GAME, song_key)
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return
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end
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if node_key == "__MINIGAME_DDR__" then
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MinigameDDRWindow.start(WINDOW_GAME, nil)
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return
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end
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local npc = Context.dialog.active_entity
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local node = npc.dialog[node_key]
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if not node then
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GameWindow.set_state(WINDOW_GAME)
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return
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end
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Context.dialog.current_node_key = node_key
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Context.dialog.text = node.text
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local menu_items = {}
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if node.options then
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for _, option in ipairs(node.options) do
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table.insert(menu_items, {
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label = option.label,
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action = function()
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PopupWindow.set_dialog_node(option.next_node)
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end
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})
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end
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end
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-- if no options, it's the end of this branch.
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if #menu_items == 0 then
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table.insert(menu_items, {
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label = "Go back",
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action = function() GameWindow.set_state(WINDOW_GAME) end
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})
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end
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Context.dialog.menu_items = menu_items
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Context.dialog.selected_menu_item = 1
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Context.dialog.showing_description = false
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GameWindow.set_state(WINDOW_POPUP)
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function PopupWindow.hide()
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Context.popup.show = false
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Context.popup.content = {} -- Clear content
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GameWindow.set_state(WINDOW_GAME) -- Return to game window
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end
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function PopupWindow.update()
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if Context.dialog.showing_description then
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if Input.menu_confirm() or Input.menu_back() then
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Context.dialog.showing_description = false
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Context.dialog.text = "" -- Clear the description text
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-- No need to change active_window, as it remains in WINDOW_POPUP
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end
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else
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Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
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if Input.menu_confirm() then
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local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
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if selected_item and selected_item.action then
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selected_item.action()
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if Context.popup.show then
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if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close
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PopupWindow.hide()
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end
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end
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if Input.menu_back() then
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GameWindow.set_state(WINDOW_GAME)
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end
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end
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end
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function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
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Context.dialog.active_entity = entity
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Context.dialog.text = "" -- Initial dialog text is empty, name is title
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GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
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Context.dialog.showing_description = false
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Context.dialog.menu_items = menu_items
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Context.dialog.selected_menu_item = 1
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end
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function PopupWindow.show_description_dialog(entity, description_text)
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Context.dialog.active_entity = entity
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Context.dialog.text = description_text
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GameWindow.set_state(WINDOW_POPUP)
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Context.dialog.showing_description = true
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-- No menu items needed for description dialog
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end
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function PopupWindow.draw()
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rect(40, 40, 160, 80, Config.colors.black)
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rectb(40, 40, 160, 80, Config.colors.green)
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if Context.popup.show then
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rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
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rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.green)
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-- Display the entity's name as the dialog title
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if Context.dialog.active_entity and Context.dialog.active_entity.name then
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Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
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local current_y = TEXT_MARGIN_Y
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for _, line in ipairs(Context.popup.content) do
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Print.text(line, TEXT_MARGIN_X, current_y, Config.colors.light_grey)
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current_y = current_y + LINE_HEIGHT
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end
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-- Display the dialog content (description for "look at", or initial name/dialog for others)
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local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
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local current_y = 55 -- Starting Y position for the first line of content
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for _, line in ipairs(wrapped_lines) do
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Print.text(line, 50, current_y, Config.colors.light_grey)
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current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
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end
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-- Adjust menu position based on the number of wrapped lines
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if not Context.dialog.showing_description then
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UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
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else
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Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
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-- Instruction to close
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Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
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end
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end
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