feature/imp-97-ascension-meter #40

Merged
mr.two merged 2 commits from feature/imp-97-ascension-meter into master 2026-03-19 17:27:41 +00:00
18 changed files with 278 additions and 31 deletions
Showing only changes of commit b4dcdaba58 - Show all commits

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@@ -18,6 +18,7 @@ globals = {
"Input",
"Audio",
"AsciiArt",
"Ascension",
"Config",
"Context",
"Meter",

9
.vscode/tasks.json vendored
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@@ -6,12 +6,17 @@
{
"label": "Run TIC80",
"type": "shell",
"command": "tic80 --fs=. impostor.lua"
"command": "tic80 --fs=. impostor.lua",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
},
{
"label": "Build & Run TIC80",
"type": "shell",
"command": "make build && tic80 --fs=. impostor.lua",
"command": "make clean && make build && tic80 --fs=. impostor.lua",
"problemMatcher": []
},
{

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@@ -1,6 +1,7 @@
meta/meta.header.lua
init/init.module.lua
init/init.config.lua
init/init.ascension.lua
init/init.context.lua
system/system.util.lua
system/system.print.lua

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@@ -1,6 +1,9 @@
Decision.register({
id = "go_to_end",
label = "Break the cycle",
condition = function()
return Ascension.is_complete()
end,
handle = function()
Window.set_current("end")
end,

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@@ -9,7 +9,8 @@ Decision.register({
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
MysteriousManWindow.start()
local ascended = Ascension.consume_increase()
MysteriousManWindow.start({ skip_text = not ascended })
end,
})
end,

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@@ -1,18 +1,18 @@
Decision.register({
id = "start_discussion",
label = function()
if Context.day_count >= 3 then
if Context.have_met_sumphore then
return "Talk to Sumphore"
end
return "Talk to the homeless guy"
end,
handle = function()
if Context.day_count < 3 then
if not Context.have_met_sumphore then
Discussion.start("homeless_guy", "game")
end
if Context.day_count >= 3 then
elseif Ascension.get_level() == 0 then
Discussion.start("homeless_guy", "game", 4)
else
Discussion.start("sumphore_day_3", "game")
return
end
end,
})

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@@ -46,7 +46,9 @@ Discussion.register({
{
question = "My name is Sumphore, nice to meet you.",
answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5 },
{ label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
Context.have_met_sumphore = true
end },
},
},
{

169
inc/init/init.ascension.lua Normal file
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@@ -0,0 +1,169 @@
--- @section Ascension
local ASCENSION_MAX_LEVEL = 9
local ASCENSION_WORD = "ASCENSION"
local _increased_this_cycle = false
local _flash_active = false
local _flash_timer = 0
local _flash_total = 0
local FLASH_DURATION = 120
local _fade_active = false
local _fade_timer = 0
local FADE_DURATION = 120
local FADE_COLORS = nil
--- Gets initial ascension state.
--- @within Ascension
--- @return result table Initial ascension state. </br>
--- Fields: </br>
--- * level (number) Current ascension level (0-9).
function Ascension.get_initial()
_increased_this_cycle = false
return {
level = 0,
}
end
--- Gets the current ascension level.
--- @within Ascension
--- @return number The current ascension level (0-9).
function Ascension.get_level()
if not Context or not Context.ascension then return 0 end
return Context.ascension.level
end
--- Gets the maximum ascension level.
--- @within Ascension
--- @return number The maximum ascension level.
function Ascension.get_max_level()
return ASCENSION_MAX_LEVEL
end
--- Increases the ascension level by 1, clamped to the max.
--- @within Ascension
function Ascension.increase()
if not Context or not Context.ascension then return end
Context.ascension.level = math.min(ASCENSION_MAX_LEVEL, Context.ascension.level + 1)
_increased_this_cycle = true
end
--- Returns true if ascension was incremented since the last consume call.
--- @within Ascension
--- @return boolean Whether ascension increased this cycle.
function Ascension.did_increase()
return _increased_this_cycle
end
--- Consumes the increase flag, returning its value and resetting it.
--- @within Ascension
--- @return boolean Whether ascension had increased this cycle.
function Ascension.consume_increase()
local result = _increased_this_cycle
_increased_this_cycle = false
return result
end
--- Returns true when the ascension meter is fully complete (level 10).
--- @within Ascension
--- @return boolean Whether the cycle can be broken.
function Ascension.is_complete()
return Ascension.get_level() >= ASCENSION_MAX_LEVEL
end
--- Draws the ascension meter as individual letters of "ASCENSION".
--- Each letter lights up per level. Drawn beneath existing meter bars.
--- @within Ascension
--- @param x number Left x position.
--- @param y number Top y position.
--- @param options table Optional overrides: lit_color, dim_color, spacing.
function Ascension.draw(x, y, options)
if not Context or not Context.ascension then return end
options = options or {}
local level = Context.ascension.level
if level < 1 then return end
local lit_color = options.lit_color or Config.colors.white
local spacing = options.spacing or 5
for i = 1, level do
local ch = ASCENSION_WORD:sub(i, i)
local color
if i == level and _fade_active then
color = Ascension.get_fade_color()
else
color = lit_color
end
print(ch, x + (i - 1) * spacing, y, color, false, 1, true)
end
end
--- Returns the current fade-in color based on progress through the palette.
--- @within Ascension
--- @return number The palette color index for the current fade step.
function Ascension.get_fade_color()
if not FADE_COLORS then
FADE_COLORS = {
Config.colors.black,
Config.colors.dark_grey,
Config.colors.light_grey,
Config.colors.white,
}
end
if not _fade_active then return Config.colors.white end
local progress = math.min(_fade_timer / FADE_DURATION, 1)
local idx = math.floor(progress * (#FADE_COLORS - 1)) + 1
return FADE_COLORS[idx]
end
--- Starts the fade-in effect for the most recently gained letter.
--- @within Ascension
function Ascension.start_fade()
_fade_active = true
_fade_timer = 0
end
--- Starts the ascension flash effect.
--- @within Ascension
function Ascension.start_flash()
_flash_active = true
_flash_timer = 0
_flash_total = FLASH_DURATION
end
--- Updates and draws the ascension flash overlay.
--- Call once per frame from the main loop.
--- @within Ascension
function Ascension.draw_flash()
if not _flash_active then return end
_flash_timer = _flash_timer + 1
local sw = Config.screen.width
local sh = Config.screen.height
local progress = _flash_timer / FLASH_DURATION
local pulse = math.abs(math.sin(progress * math.pi * 6))
local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
rect(0, 0, sw, sh, flash_color)
if _flash_timer >= _flash_total then
_flash_active = false
Ascension.start_fade()
end
end
--- Updates the fade-in timer. Call once per frame from the main loop.
--- @within Ascension
function Ascension.update_fade()
if not _fade_active then return end
_fade_timer = _fade_timer + 1
if _fade_timer >= FADE_DURATION then
_fade_active = false
end
end
--- Returns whether a flash effect is currently active.
--- @within Ascension
--- @return boolean Whether the flash is playing.
function Ascension.is_flashing()
return _flash_active
end

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@@ -17,8 +17,10 @@ Context = {}
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<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()
return {
@@ -33,9 +35,11 @@ function Context.initial_data()
minigame_button_mash = {},
minigame_rhythm = {},
meters = Meter.get_initial(),
ascension = Ascension.get_initial(),
timer = Timer.get_initial(),
triggers = {},
home_norman_visible = false,
have_met_sumphore = false,
game = {
current_screen = "home",
current_situation = nil,

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@@ -17,3 +17,4 @@ Timer = {}
Trigger = {}
Discussion = {}
AsciiArt = {}
Ascension = {}

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@@ -23,3 +23,9 @@ Day.register_handler(function()
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
end)
Day.register_handler(function()
if Context.day_count == 3 then
Ascension.increase()
end
end)

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@@ -37,15 +37,18 @@ end
--- @within Discussion
--- @param id string The discussion ID to start.
--- @param return_window string The window ID to return to after the discussion.
function Discussion.start(id, return_window)
--- @param[opt] start_step number The step index to start from (defaults to 1).
function Discussion.start(id, return_window, start_step)
local discussion = _discussions[id]
if not discussion then
trace("Error: Discussion not found: " .. tostring(id))
return
end
local step = start_step or 1
if not discussion.steps[step] then step = 1 end
Context.discussion.active = true
Context.discussion.id = id
Context.discussion.step = 1
Context.discussion.step = step
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0

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@@ -152,4 +152,7 @@ function Meter.draw()
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x, ascension_y, { spacing = 5 })
end

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@@ -30,7 +30,6 @@ function Timer.update()
if not in_minigame then
t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then
Day.increase()
t.progress = t.progress - 1
end
end

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@@ -5,6 +5,7 @@ Screen.register({
"go_to_toilet",
"go_to_walking_to_office",
"go_to_sleep",
"go_to_end",
},
background = "bedroom",
draw = function()

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@@ -75,5 +75,14 @@ Screen.register({
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end
if Ascension.get_level() > 0 then
local asc_y = meter_start_y + #meter_list * 20
local asc_letter_y = asc_y + 10
local asc_spacing = 8
local asc_total_w = Ascension.get_level() * asc_spacing
local asc_x = math.floor((sw - asc_total_w) / 2)
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
end
end,
})

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@@ -26,8 +26,10 @@ function TIC()
Timer.update()
Trigger.update()
Glitch.draw()
Ascension.update_fade()
if Context.game_in_progress then
Meter.draw()
Timer.draw()
end
Ascension.draw_flash()
end

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@@ -16,13 +16,18 @@ He says nothing.
local state = STATE_TEXT
local text_y = Config.screen.height
local text_speed = 0.4
local text_speed = 0.2
local day_timer = 0
local day_display_frames = 120
local text_done = false
local text_done_timer = 0
local TEXT_DONE_HOLD_FRAMES = 120
local selected_choice = 1
local text = DEFAULT_TEXT
local day_text_override = nil
local on_text_complete = nil
local show_mysterious_screen = true
local trigger_flash_on_wake = false
local choices = {
{
@@ -47,16 +52,30 @@ end
--- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
--- * skip_text (boolean) If true, skip the text phase and go straight to day display.<br/>
function MysteriousManWindow.start(options)
options = options or {}
state = STATE_TEXT
text_y = Config.screen.height
day_timer = 0
text_done = false
text_done_timer = 0
selected_choice = 1
text = options.text or DEFAULT_TEXT
local line_count = 1
for _ in string.gmatch(text, "\n") do line_count = line_count + 1 end
local text_block_h = line_count * 8
text_y = math.floor((Config.screen.height - text_block_h) / 2)
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide()
trigger_flash_on_wake = not options.skip_text
if options.skip_text then
show_mysterious_screen = false
state = STATE_DAY
day_timer = day_display_frames
else
show_mysterious_screen = true
state = STATE_TEXT
end
Window.set_current("mysterious_man")
end
@@ -86,6 +105,10 @@ local function wake_up()
Audio.music_play_wakingup()
Context.home_norman_visible = true
Meter.show()
if trigger_flash_on_wake then
trigger_flash_on_wake = false
Ascension.start_flash()
end
Window.set_current("game")
end,
})
@@ -101,6 +124,7 @@ end
--- @within MysteriousManWindow
function MysteriousManWindow.update()
if state == STATE_TEXT then
if not text_done then
text_y = text_y - text_speed
local lines = 1
@@ -109,19 +133,26 @@ function MysteriousManWindow.update()
end
if text_y < -lines * 8 then
text_done = true
text_done_timer = TEXT_DONE_HOLD_FRAMES
end
else
text_done_timer = text_done_timer - 1
if text_done_timer <= 0 then
go_to_day_state()
end
if Input.select() then
go_to_day_state()
end
elseif state == STATE_DAY then
day_timer = day_timer - 1
if day_timer <= 0 or Input.select() then
if trigger_flash_on_wake or Ascension.get_level() < 1 then
wake_up()
else
state = STATE_CHOICE
selected_choice = 1
end
end
elseif state == STATE_CHOICE then
selected_choice = UI.update_menu(choices, selected_choice)
@@ -140,11 +171,17 @@ end
--- @within MysteriousManWindow
function MysteriousManWindow.draw()
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
if show_mysterious_screen then
Screen.draw_the_mysterious_screen()
end
if state == STATE_TEXT then
local x = (Config.screen.width - 132) / 2
Print.text(text, x, text_y, Config.colors.light_grey)
local cx = Config.screen.width / 2
local line_y = text_y
for line in (text .. "\n"):gmatch("(.-)\n") do
Print.text_center(line, cx, line_y, Config.colors.light_grey)
line_y = line_y + 8
end
elseif state == STATE_DAY then
local day_text = day_text_override or ("Day " .. Context.day_count)
Print.text_center(