feature/refactor-npc-handling-to-desition-handling #3

Merged
mr.zero merged 10 commits from feature/refactor-npc-handling-to-desition-handling into master 2026-02-17 20:58:47 +00:00
7 changed files with 52 additions and 170 deletions
Showing only changes of commit ef4876b083 - Show all commits

View File

@@ -28,19 +28,26 @@ local Config = {
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
function Config.save()
-- Save physics settings
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
function Config.load()
Config.restore_defaults()
-- Check if config has been saved before using a magic value
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
-- Config has been saved, load values
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else
-- No saved config, restore defaults
Config.restore_defaults()
end
end
function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
-- Any other configurable items should be reset here
end

View File

@@ -28,13 +28,9 @@ local function get_initial_data()
},
current_screen = 1,
splash_timer = Config.timing.splash_duration,
dialog = {
text = "",
menu_items = {},
selected_menu_item = 1,
active_entity = nil,
showing_description = false,
current_node_key = nil
popup = { -- New popup table
show = false,
content = {} -- Array of strings
},
player = {
sprite_id = Config.player.sprite_id
@@ -51,36 +47,17 @@ local function get_initial_data()
screens = clone_table({
{
name = "Screen 1",
items = {
{
name = "Key",
sprite_id = 4,
desc = "A rusty old key. It might open something."
}
}
},
{
-- Screen 2
name = "Screen 2",
items = {
{
name = "Potion",
sprite_id = 7,
desc = "A glowing red potion. It looks potent."
}
}
},
{
-- Screen 3
name = "Screen 3",
items = {}
}
})
}
end
Context = {}
local function reset_context_to_initial_state()
local initial_data = get_initial_data()

View File

@@ -10,9 +10,10 @@ local MinigameRhythmWindow = {}
local MinigameDDRWindow = {}
local Util = {}
local Actions = {}
local Context = {}
local UI = {}
local Print = {}
local Input = {}
local Player = {}
local Audio = {}local Audio = {}
local Audio = {}
local Actions = {}

View File

@@ -1,18 +1,3 @@
Actions = {}
function Actions.start_dialog(dialog_data, active_entity_name, start_node)
-- This function will handle initiating a dialog.
-- It needs access to the full dialog structure, the entity that owns it (for display), and the starting node.
-- The active_entity_name is just for display purposes; the full dialog_data should contain all nodes.
-- Create a dummy entity for PopupWindow.show_menu_dialog (which expects an entity)
local dummy_entity = { name = active_entity_name, dialog = dialog_data }
-- This is a temporary solution. The final refactor will remove show_menu_dialog.
-- For now, we'll mimic the old behavior as much as possible for dialogs.
Context.dialog.active_entity = dummy_entity
PopupWindow.set_dialog_node(start_node)
end
function Actions.start_minigame_mash()
MinigameButtonMashWindow.start(WINDOW_GAME)
@@ -25,7 +10,3 @@ end
function Actions.start_minigame_ddr(song_key)
MinigameDDRWindow.start(WINDOW_GAME, song_key)
end
function Actions.examine_item(item_data)
PopupWindow.show_description_dialog(item_data, item_data.desc)
end

View File

@@ -304,7 +304,7 @@ function MinigameDDRWindow.draw()
if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow
elseif mg.bar_fill > 33 then
bar_color = Config.colors.npc
bar_color = Config.colors.bar
end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
@@ -326,7 +326,7 @@ function MinigameDDRWindow.draw()
-- Draw falling arrows (blue)
if mg.arrows then
for _, arrow in ipairs(mg.arrows) do
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.npc) -- blue color
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color
end
end
@@ -345,6 +345,6 @@ function MinigameDDRWindow.draw()
Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
end
else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.npc)
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
end
end

View File

@@ -83,7 +83,7 @@ function MinigameButtonMashWindow.draw()
if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow
elseif mg.bar_fill > 33 then
bar_color = Config.colors.npc -- medium color
bar_color = Config.colors.bar -- medium color
end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)

View File

@@ -1,128 +1,44 @@
function PopupWindow.set_dialog_node(node_key)
-- Special handling for minigame trigger
if node_key == "__MINIGAME_BUTTON_MASH__" then
MinigameButtonMashWindow.start(WINDOW_GAME)
return
end
-- Simplified PopupWindow module
local POPUP_X = 40
local POPUP_Y = 40
local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
-- Special handling for rhythm minigame trigger
if node_key == "__MINIGAME_RHYTHM__" then
MinigameRhythmWindow.start(WINDOW_GAME)
return
end
function PopupWindow.show(content_strings)
Context.popup.show = true
Context.popup.content = content_strings or {} -- Ensure it's a table
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
end
-- Special handling for DDR minigame trigger
-- Format: __MINIGAME_DDR__ or __MINIGAME_DDR:song_key__
local song_key = node_key:match("^__MINIGAME_DDR:(.+)__$")
if song_key then
-- Extract song key from the node (format: __MINIGAME_DDR/test_song__)
trace('Playing song: ' .. song_key)
MinigameDDRWindow.start(WINDOW_GAME, song_key)
return
end
if node_key == "__MINIGAME_DDR__" then
MinigameDDRWindow.start(WINDOW_GAME, nil)
return
end
local npc = Context.dialog.active_entity
local node = npc.dialog[node_key]
if not node then
GameWindow.set_state(WINDOW_GAME)
return
end
Context.dialog.current_node_key = node_key
Context.dialog.text = node.text
local menu_items = {}
if node.options then
for _, option in ipairs(node.options) do
table.insert(menu_items, {
label = option.label,
action = function()
PopupWindow.set_dialog_node(option.next_node)
end
})
end
end
-- if no options, it's the end of this branch.
if #menu_items == 0 then
table.insert(menu_items, {
label = "Go back",
action = function() GameWindow.set_state(WINDOW_GAME) end
})
end
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
Context.dialog.showing_description = false
GameWindow.set_state(WINDOW_POPUP)
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {} -- Clear content
GameWindow.set_state(WINDOW_GAME) -- Return to game window
end
function PopupWindow.update()
if Context.dialog.showing_description then
if Input.menu_confirm() or Input.menu_back() then
Context.dialog.showing_description = false
Context.dialog.text = "" -- Clear the description text
-- No need to change active_window, as it remains in WINDOW_POPUP
end
else
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
if Input.menu_confirm() then
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
if selected_item and selected_item.action then
selected_item.action()
end
end
if Input.menu_back() then
GameWindow.set_state(WINDOW_GAME)
if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close
PopupWindow.hide()
end
end
end
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
Context.dialog.active_entity = entity
Context.dialog.text = "" -- Initial dialog text is empty, name is title
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
Context.dialog.showing_description = false
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
end
function PopupWindow.show_description_dialog(entity, description_text)
Context.dialog.active_entity = entity
Context.dialog.text = description_text
GameWindow.set_state(WINDOW_POPUP)
Context.dialog.showing_description = true
-- No menu items needed for description dialog
end
function PopupWindow.draw()
rect(40, 40, 160, 80, Config.colors.black)
rectb(40, 40, 160, 80, Config.colors.green)
if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.green)
-- Display the entity's name as the dialog title
if Context.dialog.active_entity and Context.dialog.active_entity.name then
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
end
local current_y = TEXT_MARGIN_Y
for _, line in ipairs(Context.popup.content) do
Print.text(line, TEXT_MARGIN_X, current_y, Config.colors.light_grey)
current_y = current_y + LINE_HEIGHT
end
-- Display the dialog content (description for "look at", or initial name/dialog for others)
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
local current_y = 55 -- Starting Y position for the first line of content
for _, line in ipairs(wrapped_lines) do
Print.text(line, 50, current_y, Config.colors.light_grey)
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
end
-- Adjust menu position based on the number of wrapped lines
if not Context.dialog.showing_description then
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
else
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
-- Instruction to close
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
end
end