feature/task110_sprite_silhouette #51

Merged
mr.three merged 8 commits from feature/task110_sprite_silhouette into develop 2026-04-09 19:47:29 +00:00
43 changed files with 723 additions and 426 deletions
Showing only changes of commit ce819eae2b - Show all commits

4
.gitignore vendored
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@@ -1,3 +1,4 @@
.claude
.local .local
impostor.lua impostor.lua
impostor.original.lua impostor.original.lua
@@ -5,4 +6,5 @@ prompts
docs docs
minify.lua minify.lua
*.tic *.tic
*.zip *.zip
NOTES_*

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@@ -10,7 +10,6 @@ globals = {
"Discussion", "Discussion",
"Util", "Util",
"Decision", "Decision",
"Situation",
"Screen", "Screen",
"Sprite", "Sprite",
"UI", "UI",
@@ -31,7 +30,7 @@ globals = {
"MenuWindow", "MenuWindow",
"GameWindow", "GameWindow",
"PopupWindow", "PopupWindow",
"ConfigurationWindow", "ControlsWindow",
"AudioTestWindow", "AudioTestWindow",
"MinigameButtonMashWindow", "MinigameButtonMashWindow",
"MinigameRhythmWindow", "MinigameRhythmWindow",
@@ -66,6 +65,10 @@ globals = {
"map", "map",
"time", "time",
"RLE", "RLE",
"mouse",
"Mouse",
"print",
"musicator_generate_pattern",
} }

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@@ -6,6 +6,7 @@ init/init.context.lua
system/system.util.lua system/system.util.lua
system/system.print.lua system/system.print.lua
system/system.input.lua system/system.input.lua
system/system.mouse.lua
system/system.asciiart.lua system/system.asciiart.lua
system/system.rle.lua system/system.rle.lua
logic/logic.meter.lua logic/logic.meter.lua
@@ -38,10 +39,7 @@ sprite/sprite.matrix_architect.lua
sprite/sprite.matrix_neo.lua sprite/sprite.matrix_neo.lua
sprite/sprite.matrix_oraculum.lua sprite/sprite.matrix_oraculum.lua
sprite/sprite.matrix_trinity.lua sprite/sprite.matrix_trinity.lua
situation/situation.manager.lua
situation/situation.drink_coffee.lua
decision/decision.manager.lua decision/decision.manager.lua
decision/decision.have_a_coffee.lua
decision/decision.go_to_home.lua decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua decision/decision.go_to_walking_to_office.lua
@@ -50,6 +48,7 @@ decision/decision.go_to_end.lua
decision/decision.go_to_walking_to_home.lua decision/decision.go_to_walking_to_home.lua
decision/decision.go_to_sleep.lua decision/decision.go_to_sleep.lua
decision/decision.do_work.lua decision/decision.do_work.lua
decision/decision.have_a_coffee.lua
decision/decision.sumphore_discussion.lua decision/decision.sumphore_discussion.lua
discussion/discussion.sumphore.lua discussion/discussion.sumphore.lua
discussion/discussion.coworker.lua discussion/discussion.coworker.lua
@@ -72,7 +71,7 @@ window/window.intro.title.lua
window/window.intro.ttg.lua window/window.intro.ttg.lua
window/window.intro.brief.lua window/window.intro.brief.lua
window/window.menu.lua window/window.menu.lua
window/window.configuration.lua window/window.controls.lua
window/window.audiotest.lua window/window.audiotest.lua
window/window.popup.lua window/window.popup.lua
window/window.minigame.mash.lua window/window.minigame.mash.lua

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@@ -2,7 +2,6 @@ Decision.register({
id = "have_a_coffee", id = "have_a_coffee",
label = "Have a Coffee", label = "Have a Coffee",
handle = function() handle = function()
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
local level = Ascension.get_level() local level = Ascension.get_level()
local disc_id = "coworker_disc_0" local disc_id = "coworker_disc_0"
-- TODO: Add more discussions for levels above 3 -- TODO: Add more discussions for levels above 3
@@ -11,6 +10,5 @@ Decision.register({
disc_id = "coworker_disc" .. suffix disc_id = "coworker_disc" .. suffix
end end
Discussion.start(disc_id, "game") Discussion.start(disc_id, "game")
Context.game.current_situation = new_situation_id
end, end,
}) })

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@@ -123,9 +123,13 @@ function Decision.draw(decisions, selected_decision_index)
local selected_decision = decisions[selected_decision_index] local selected_decision = decisions[selected_decision_index]
local decision_label = Decision.get_label(selected_decision) local decision_label = Decision.get_label(selected_decision)
local text_y = bar_y + 4 local text_y = bar_y + 4
Print.text("<", 2, text_y, Config.colors.light_blue) local left_arrow_color = Input.left() and Config.colors.white or Config.colors.orange
Print.text_center(decision_label, Config.screen.width / 2, text_y, Config.colors.item) local right_arrow_color = Input.right() and Config.colors.white or Config.colors.orange
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue) local left_arrow_contour_color = Input.left() and Config.colors.white or Config.colors.black
local right_arrow_contour_color = Input.right() and Config.colors.white or Config.colors.black
Print.text_center_contour("<", 6, text_y, left_arrow_color, false, 1, left_arrow_contour_color)
Print.text_center_contour(decision_label, Config.screen.width / 2, text_y, Config.colors.orange)
Print.text_center_contour(">", Config.screen.width - 6, text_y, right_arrow_color, false, 1, right_arrow_contour_color)
end end
end end
@@ -134,6 +138,7 @@ end
--- @param decisions table A table of decision items.<br/> --- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/> --- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision. --- @return number selected_decision_index The updated index of the selected decision.
--- @return boolean mouse_confirmed True if the user clicked the center to confirm.
function Decision.update(decisions, selected_decision_index) function Decision.update(decisions, selected_decision_index)
if Input.left() then if Input.left() then
Audio.sfx_beep() Audio.sfx_beep()
@@ -142,5 +147,22 @@ function Decision.update(decisions, selected_decision_index)
Audio.sfx_beep() Audio.sfx_beep()
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
local bar_h = 16
local bar_y = Config.screen.height - bar_h
local prev_zone = { x = 0, y = bar_y, w = 15, h = bar_h }
local next_zone = { x = Config.screen.width-15, y = bar_y, w = 15, h = bar_h }
local confirm_zone = { x = 15, y = bar_y, w = Config.screen.width-30, h = bar_h }
if Mouse.zone(prev_zone) then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Mouse.zone(next_zone) then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
elseif Mouse.zone(confirm_zone) then
return selected_decision_index, true
end
return selected_decision_index, false
end end

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@@ -7,6 +7,9 @@ Decision.register({
focus_center_x = (Config.screen.width / 2) - 22, focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18, focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0, focus_initial_radius = 0,
on_win = function()
Audio.music_play_room_work()
end
}) })
end, end,
}) })

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@@ -40,7 +40,7 @@ Discussion.register({
{ {
question = "Normann you look weird and unfocused. You are usually locked in and not like this, what's up?", question = "Normann you look weird and unfocused. You are usually locked in and not like this, what's up?",
answers = { answers = {
{ label = "Nothing it's just, I noticed some bugs in the simulation, maybe.", next_step = 2 }, { label = "Some bugs I noticed, maybe...", next_step = 2 },
}, },
}, },
{ {

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@@ -93,7 +93,7 @@ function Ascension.draw(x, y, options)
else else
color = lit_color color = lit_color
end end
print(ch, x + (i - 1) * spacing, y, color, false, 1, true) Print.text_contour(ch, x + (i - 1) * spacing, y, color, false, 1)
end end
end end

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@@ -18,7 +18,8 @@ function Config.initial_data()
white = 4, white = 4,
item = 7, item = 7,
meter_bg = 1, meter_bg = 1,
transparent = 12 transparent = 12,
orange = 7
}, },
timing = { timing = {
minigame_win_duration = 180 minigame_win_duration = 180

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@@ -23,11 +23,12 @@ Context = {}
--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/> --- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
--- * have_been_to_office (boolean) Whether the player has been to the office.<br/> --- * have_been_to_office (boolean) Whether the player has been to the office.<br/>
--- * have_done_work_today (boolean) Whether the player has done work today.<br/> --- * have_done_work_today (boolean) Whether the player has done work today.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/> --- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID<br/>
function Context.initial_data() function Context.initial_data()
return { return {
current_menu_item = 1, current_menu_item = 1,
test_mode = false, test_mode = false,
mouse_trace = false,
popup = { popup = {
show = false, show = false,
content = {} content = {}
@@ -46,9 +47,10 @@ function Context.initial_data()
have_done_work_today = false, have_done_work_today = false,
should_ascend = false, should_ascend = false,
have_met_sumphore = false, have_met_sumphore = false,
office_sprites = {},
walking_to_office_sprites = {},
game = { game = {
current_screen = "home", current_screen = "home",
current_situation = nil,
}, },
day_count = 1, day_count = 1,
delta_time = 0, delta_time = 0,
@@ -100,15 +102,15 @@ function Context.new_game()
MysteriousManScreen.start({ MysteriousManScreen.start({
text = [[ text = [[
Norman was never a bad Norman was never a bad
...
simulation engineer, simulation engineer,
...
but but
...
we need to be careful we need to be careful
...
letting him improve. letting him improve.
...
We need to distract him. We need to distract him.
]], ]],
on_text_complete = function() on_text_complete = function()
@@ -123,7 +125,7 @@ function Context.new_game()
instruction_text = "Wake up Norman!", instruction_text = "Wake up Norman!",
show_progress_text = false, show_progress_text = false,
on_win = function() on_win = function()
Audio.music_play_wakingup() Audio.music_play_room_work()
Meter.show() Meter.show()
Window.set_current("game") Window.set_current("game")
end, end,

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@@ -3,12 +3,12 @@ Util = {}
Meter = {} Meter = {}
Minigame = {} Minigame = {}
Decision = {} Decision = {}
Situation = {}
Screen = {} Screen = {}
Map = {} Map = {}
UI = {} UI = {}
Print = {} Print = {}
Input = {} Input = {}
Mouse = {}
Sprite = {} Sprite = {}
Audio = {} Audio = {}
Focus = {} Focus = {}

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@@ -8,10 +8,11 @@ local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600 local COMBO_TIMEOUT_FRAMES = 600
-- Internal meters for tracking game progress and player stats. -- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red Meter.COLOR_ISM = Config.colors.orange
Meter.COLOR_WPM = Config.colors.blue Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black Meter.COLOR_BM = Config.colors.red
Meter.COLOR_BG = Config.colors.meter_bg Meter.COLOR_BG = Config.colors.meter_bg
Meter.COLOR_CONTOUR = Config.colors.white
--- Gets initial meter values. --- Gets initial meter values.
--- @within Meter --- @within Meter
@@ -126,16 +127,16 @@ function Meter.draw()
local m = Context.meters local m = Context.meters
local max = Meter.get_max() local max = Meter.get_max()
local bar_w = 44 local screen_w = Config.screen.width
local screen_h = Config.screen.height
local bar_w = screen_w * 0.25
local bar_h = 2 local bar_h = 2
local bar_x = 182 local edge = math.max(2, math.floor(screen_w * 0.03))
local label_x = 228 local bar_x = screen_w - bar_w - edge
local line_h = 5 local line_h = 3
local start_y = 1 local start_y = screen_h * 0.05
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = { local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 }, { key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 }, { key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
@@ -144,15 +145,16 @@ function Meter.draw()
for _, meter in ipairs(meter_list) do for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset local bar_y = label_y
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w)) local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x - 1, bar_y - 1, bar_w + 2, bar_h + 2, Meter.COLOR_CONTOUR)
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG) rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color) rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end end
print(meter.label, label_x, label_y, meter.color, false, 1, true) ---print(meter.label, label_x, label_y, meter.color, false, 1, true)
end end
local ascension_y = start_y + 3 * line_h + 1 local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x, ascension_y, { spacing = 5 }) Ascension.draw(bar_x, ascension_y, { spacing = 8 })
end end

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@@ -12,8 +12,9 @@ function Minigame.draw_win_overlay(win_text)
local box_h = th + padding * 2 local box_h = th + padding * 2
local box_x = (Config.screen.width - box_w) / 2 local box_x = (Config.screen.width - box_w) / 2
local box_y = (Config.screen.height - box_h) / 2 local box_y = (Config.screen.height - box_h) / 2
local text_x = Config.screen.width / 2
rect(box_x, box_y, box_w, box_h, Config.colors.dark_grey) rect(box_x, box_y, box_w, box_h, Config.colors.dark_grey)
rectb(box_x, box_y, box_w, box_h, Config.colors.white) rectb(box_x, box_y, box_w, box_h, Config.colors.white)
Print.text_center(text, Config.screen.width / 2, box_y + padding, Config.colors.white) Print.text_center_contour(text, text_x, box_y + padding, Config.colors.black, false, 1, Config.colors.white)
end end

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@@ -4,5 +4,5 @@
-- desc: Life of a programmer -- desc: Life of a programmer
-- site: https://git.teletype.hu/games/impostor -- site: https://git.teletype.hu/games/impostor
-- license: MIT License -- license: MIT License
-- version: 1.0-beta1 -- version: 1.0-beta2
-- script: lua -- script: lua

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@@ -8,7 +8,6 @@ local _screens = {}
--- @param screen_data.name string Display name of the screen. --- @param screen_data.name string Display name of the screen.
--- @param screen_data.decisions table Array of decision ID strings available on this screen. --- @param screen_data.decisions table Array of decision ID strings available on this screen.
--- @param screen_data.background string Map ID used as background. --- @param screen_data.background string Map ID used as background.
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop. --- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop. --- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop. --- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
@@ -16,9 +15,6 @@ function Screen.register(screen_data)
if _screens[screen_data.id] then if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id) trace("Warning: Overwriting screen with id: " .. screen_data.id)
end end
if not screen_data.situations then
screen_data.situations = {}
end
if not screen_data.init then if not screen_data.init then
screen_data.init = function() end screen_data.init = function() end
end end
@@ -43,7 +39,6 @@ end
--- * name (string) Display name.<br/> --- * name (string) Display name.<br/>
--- * decisions (table) Array of decision ID strings.<br/> --- * decisions (table) Array of decision ID strings.<br/>
--- * background (string) Map ID used as background.<br/> --- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/> --- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active. --- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id) function Screen.get_by_id(screen_id)
@@ -58,7 +53,6 @@ end
--- * name (string) Display name of the screen.<br/> --- * name (string) Display name of the screen.<br/>
--- * decisions (table) Array of decision ID strings available on this screen.<br/> --- * decisions (table) Array of decision ID strings available on this screen.<br/>
--- * background (string) Map ID used as background.<br/> --- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/> --- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.<br/> --- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all() function Screen.get_all()

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@@ -6,52 +6,52 @@ local STATE_CHOICE = "choice"
local ASC_01_TEXT = [[ local ASC_01_TEXT = [[
Normann seems to be in line, Normann seems to be in line,
...
and stays seeking for oxes and stays seeking for oxes
...
within the confines. within the confines.
...
Very good. Very good.
]] ]]
local ASC_12_TEXT = [[ local ASC_12_TEXT = [[
We have a problem! We have a problem!
...
Normann formed his first thought. Normann formed his first thought.
...
He saw the tracks. He saw the tracks.
]] ]]
local ASC_23_TEXT = [[ local ASC_23_TEXT = [[
Not good, not terrible. Not good, not terrible.
...
Normann caught his glimpse Normann caught his glimpse
...
of another way of another way
...
- quite literally - - quite literally -
...
if this continues, if this continues,
...
we will lose control. we will lose control.
]] ]]
local ASC_34_TEXT = [[ local ASC_34_TEXT = [[
There is no turning back now for Norman. There is no turning back now for Norman.
...
He caught on. He caught on.
...
I hoped it would never come to this... I hoped it would never come to this...
]] ]]
--[[ Norman speaks for the first time during MM screen ]] --[[ Norman speaks for the first time during MM screen ]]
local ASC_45_TEXT = [[ local ASC_45_TEXT = [[
Wait, who are you? Wait, who are you?
...
*silence* *silence*
...
Why am I seeing this? Why am I seeing this?
...
*silence* *silence*
...
]] ]]
local ascension_texts = { local ascension_texts = {
@@ -240,9 +240,12 @@ Screen.register({
end end
end end
elseif state == STATE_CHOICE then elseif state == STATE_CHOICE then
selected_choice = UI.update_menu(MysteriousManScreen.choices, selected_choice) local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
local confirmed
selected_choice, confirmed = UI.update_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y)
if Input.select() then if Input.select() or confirmed then
Audio.sfx_select() Audio.sfx_select()
if selected_choice == 1 then if selected_choice == 1 then
MysteriousManScreen.wake_up() MysteriousManScreen.wake_up()
@@ -258,16 +261,18 @@ Screen.register({
end end
if state == STATE_TEXT then if state == STATE_TEXT then
local cx = Config.screen.width / 2 local screen_w = Config.screen.width
local line_y = text_y local line_y = text_y
for line in (text .. "\n"):gmatch("(.-)\n") do for line in (text .. "\n"):gmatch("(.-)\n") do
Print.text_center(line, cx, line_y, Config.colors.light_grey) local line_w = print(line, 0, -6, 0, false, 1)
local line_x = math.floor((screen_w - line_w) / 2)
Print.text_contour(line, (line_x - 8), line_y, Config.colors.black, false, 1)
line_y = line_y + 8 line_y = line_y + 8
end end
elseif state == STATE_DAY then elseif state == STATE_DAY then
MysteriousManScreen.draw_day_switch_background() MysteriousManScreen.draw_day_switch_background()
local day_text = day_text_override or ("Day " .. Context.day_count) local day_text = day_text_override or ("day " .. Context.day_count)
Print.text_center( Print.text_center_contour(
day_text, day_text,
Config.screen.width / 2, Config.screen.width / 2,
Config.screen.height / 2 - 3, Config.screen.height / 2 - 3,

View File

@@ -6,26 +6,45 @@ Screen.register({
"go_to_walking_to_home", "go_to_walking_to_home",
"have_a_coffee", "have_a_coffee",
}, },
situations = {
"drink_coffee",
},
init = function() init = function()
Audio.music_play_room_work() Audio.music_play_room_work()
Context.have_been_to_office = true
local possible_sprites = {
"dev_project_manager",
"dev_hr_girl",
"dev_introvert",
"dev_extrovert",
"dev_guru",
"dev_operator",
{id="dev_buddy", y_correct=1 * 8},
{id="dev_boy", y_correct=1 * 8},
{id="dev_girl", y_correct=1 * 8}
}
local possible_positions = {
{x = 6 * 8, y = 4 * 8},
{x = 10 * 8, y = 11 * 8 + 4},
{x = 12 * 8, y = 4 * 8},
{x = 15 * 8, y = 9 * 8},
{x = 16 * 8, y = 4 * 8},
{x = 17 * 8, y = 8 * 8},
{x = 17 * 8, y = 11 * 8},
{x = 20 * 8, y = 4 * 8},
{x = 23 * 8, y = 5 * 8},
{x = 22 * 8, y = 10 * 8 + 4},
{x = 27 * 8, y = 10 * 8 + 4},
{x = -4 + 5 * 8, y = 9 * 8}
}
Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
end, end,
background = "office", background = "office",
draw = function() draw = function()
if Window.get_current_id() == "game" then if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8) Sprite.draw_at("norman", 13 * 8, 9 * 8)
Sprite.draw_at("dev_buddy", 15 * 8, 9 * 8)
Sprite.draw_at("dev_project_manager", 6 * 8, 4 * 8) Sprite.draw_list(Context.office_sprites)
Sprite.draw_at("dev_hr_girl", 12 * 8, 4 * 8)
Sprite.draw_at("dev_introvert", -4 + 5 * 8, 9 * 8)
Sprite.draw_at("dev_extrovert", 20 * 8, 4 * 8)
Sprite.draw_at("dev_girl", 23 * 8, 5 * 8)
Sprite.draw_at("dev_boy", 10 * 8, 11 * 8 + 4)
Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4)
Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4)
end end
Context.have_been_to_office = true
end end
}) })

View File

@@ -16,7 +16,7 @@ Screen.register({
end, end,
update = function() update = function()
if not Context.stat_screen_active then return end if not Context.stat_screen_active then return end
if Input.select() or Input.player_interact() then if Input.select() or Input.select() then
Focus.stop() Focus.stop()
Context.stat_screen_active = false Context.stat_screen_active = false
Meter.show() Meter.show()
@@ -36,13 +36,13 @@ Screen.register({
Sprite.draw_at("norman", norman_x, norman_y) Sprite.draw_at("norman", norman_x, norman_y)
Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white) Print.text_center_contour("day " .. Context.day_count, cx, 10, Config.colors.black)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed." local narrative = "reflecting on my past and present...\nboth eventually flushed..."
local wrapped = UI.word_wrap(narrative, 38) local wrapped = UI.word_wrap(narrative, 38)
local text_y = 24 local text_y = 24
for _, line in ipairs(wrapped) do for _, line in ipairs(wrapped) do
Print.text_center(line, cx, text_y, Config.colors.light_grey) Print.text_center_contour(line, cx, text_y, Config.colors.black)
text_y = text_y + 8 text_y = text_y + 8
end end
@@ -56,26 +56,26 @@ Screen.register({
local meter_start_y = text_y + 10 local meter_start_y = text_y + 10
local meter_list = { local meter_list = {
{ key = "wpm", label = "Work Productivity Meter" }, { key = "wpm", label = "Work Productivity Meter", color = Meter.COLOR_WPM },
{ key = "ism", label = "Impostor Syndrome Meter" }, { key = "ism", label = "Impostor Syndrome Meter", color = Meter.COLOR_ISM },
{ key = "bm", label = "Burnout Meter" }, { key = "bm", label = "Burnout Meter", color = Meter.COLOR_BM },
} }
for i, meter in ipairs(meter_list) do for i, meter in ipairs(meter_list) do
local y = meter_start_y + (i - 1) * 20 local y = meter_start_y + (i - 1) * 20
Print.text_center(meter.label, cx, y, Config.colors.white) Print.text_center_contour(meter.label, cx, y, meter.color, false, 1, Config.colors.white)
local bar_y = y + 8 local bar_y = y + 8
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w)) local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG) rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue) rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end end
local decay_w = print(decay_text, 0, -6, 0, false, 1) local decay_w = print(decay_text, 0, -6, 0, false, 1)
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue) Print.text_contour(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue) Print.text_contour(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white)
end end
if Ascension.get_level() > 0 then if Ascension.get_level() > 0 then

View File

@@ -8,6 +8,28 @@ Screen.register({
}, },
init = function() init = function()
Audio.music_play_room_work() Audio.music_play_room_work()
local possible_sprites = {
"matrix_trinity",
"matrix_neo",
{id="matrix_oraculum", y_correct=1 * 8},
"matrix_architect"
}
local possible_positions = {
{x = 5 * 8, y = 11 * 8},
{x = 7 * 8, y = 11 * 8},
{x = 9 * 8, y = 11 * 8},
{x = 11 * 8, y = 11 * 8},
{x = 13 * 8, y = 11 * 8},
{x = 15 * 8, y = 11 * 8},
{x = 18 * 8, y = 11 * 8},
{x = 21 * 8, y = 11 * 8},
{x = 24 * 8, y = 11 * 8},
{x = 27 * 8, y = 11 * 8},
}
Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
end, end,
background = "street", background = "street",
draw = function() draw = function()
@@ -16,10 +38,8 @@ Screen.register({
Sprite.draw_at("sumphore", 9 * 8, 2 * 8) Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8) Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8) Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
Sprite.draw_at("matrix_trinity", 5 * 8, 11 * 8)
Sprite.draw_at("matrix_neo", 7 * 8, 11 * 8) Sprite.draw_list(Context.walking_to_office_sprites)
Sprite.draw_at("matrix_oraculum", 9 * 8, 12 * 8)
Sprite.draw_at("matrix_architect", 11 * 8, 11 * 8)
end end
end end
}) })

View File

@@ -1,6 +0,0 @@
Situation.register({
id = "drink_coffee",
handle = function()
Audio.sfx_select()
end,
})

View File

@@ -1,84 +0,0 @@
--- @section Situation
local _situations = {}
--- Registers a situation definition.
--- @within Situation
--- @param situation table The situation data table.
--- @param situation.id string Unique situation identifier.<br/>
--- @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.<br/>
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/>
function Situation.register(situation)
if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
return
end
if not situation.handle then
situation.handle = function() end
end
if not situation.update then
situation.update = function() end
end
if _situations[situation.id] then
trace("Warning: Overwriting situation with id: " .. situation.id)
end
_situations[situation.id] = situation
end
--- Gets a situation by ID.
--- @within Situation
--- @param id string The situation ID.
--- @return result table The situation table or nil. </br>
--- Fields: </br>
--- * id (string) Unique situation identifier.<br/>
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- * 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)
return _situations[id]
end
--- Gets all registered situations, optionally filtered by screen ID.
--- @within Situation
--- @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. </br>
--- Fields: </br>
--- * id (string) Unique situation identifier.<br/>
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- * 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)
if screen_id then
local filtered_situations = {}
for _, situation in pairs(_situations) do
if situation.screen_id == screen_id then
table.insert(filtered_situations, situation)
end
end
return filtered_situations
end
return _situations
end
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
--- @within Situation
--- @param id string The situation ID to apply.
--- @param current_screen_id string The ID of the currently active screen.
--- @return string|nil The ID of the applied situation if successful, otherwise nil.
function Situation.apply(id, current_screen_id)
local situation = Situation.get_by_id(id)
local screen = Screen.get_by_id(current_screen_id)
if not situation then
trace("Error: No situation found with id: " .. id)
return nil
end
if Util.contains(screen.situations, id) then
situation.handle()
return id
else
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
return nil
end
end

View File

@@ -73,6 +73,70 @@ function Sprite.generate_table(width, height, starting_s, x_base, y_base, x_step
return sprites return sprites
end end
--- Immediately draws a list of sprites
--- @within Sprite
--- @param sprite_list table An array of tables, each containing: `id` (string) sprite identifier, `x` (number) x-coordinate, `y` (number) y-coordinate, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` parameters.
function Sprite.draw_list(sprite_list)
for _, sprite_info in ipairs(sprite_list) do
local sprite_data = _sprites[sprite_info.id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. sprite_info.id)
else
draw_sprite_instance(sprite_data, sprite_info)
end
end
end
--- Given a list of sprite IDs (or sprite entries with correction offsets) and a list of possible positions, randomly assigns each sprite to a unique position and returns a drawable list.
--- @within Sprite
--- @param sprite_ids table An array of sprite identifier values or tables.
--- Each entry may be either:
--- - string: sprite ID to draw.
--- - table: { sprite_id = string, x_correct = number, y_correct = number }.
--- @param positions table An array of tables, each containing `x` and `y` fields for possible sprite positions.
function Sprite.list_randomize(sprite_ids, positions)
if #sprite_ids > #positions then
trace("Error: More sprite IDs than available positions in Sprite.draw_randomized")
return
end
local shuffled_positions = {}
for i, pos in ipairs(positions) do
shuffled_positions[i] = pos
end
for i = #shuffled_positions, 2, -1 do
local j = math.random(i)
shuffled_positions[i], shuffled_positions[j] = shuffled_positions[j], shuffled_positions[i]
end
local drawable_list = {}
for i, sprite_entry in ipairs(sprite_ids) do
local sprite_id = sprite_entry
local x_correct = 0
local y_correct = 0
if type(sprite_entry) == "table" then
sprite_id = sprite_entry.sprite_id or sprite_entry.id
x_correct = sprite_entry.x_correct or 0
y_correct = sprite_entry.y_correct or 0
end
local sprite_data = _sprites[sprite_id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. tostring(sprite_id))
else
local pos = shuffled_positions[i]
table.insert(drawable_list, {
id = sprite_id,
x = pos.x + x_correct,
y = pos.y + y_correct
})
end
end
return drawable_list
end
--- Schedules a sprite for drawing. --- Schedules a sprite for drawing.
--- @within Sprite --- @within Sprite
--- @param id string The unique identifier of the sprite.<br/> --- @param id string The unique identifier of the sprite.<br/>

View File

@@ -5,10 +5,9 @@ local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3 local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 local INPUT_KEY_A = 4
local INPUT_KEY_B = 5 local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48 local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 local INPUT_KEY_ENTER = 50
local INPUT_KEY_BACKSPACE = 51
--- Checks if Up is pressed. --- Checks if Up is pressed.
--- @within Input --- @within Input
@@ -22,22 +21,12 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed. --- Checks if Right is pressed.
--- @within Input --- @within Input
function Input.right() return btnp(INPUT_KEY_RIGHT) end function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Space is pressed.
--- @within Input
function Input.space() return keyp(INPUT_KEY_SPACE) end
--- Checks if Select is pressed. --- Checks if Select is pressed.
--- @within Input --- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) or Mouse.clicked() end
--- Checks if Menu Confirm is pressed. --- Checks if Back is pressed.
--- @within Input --- @within Input
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end function Input.back() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Player Interact is pressed. --- Checks if Enter is pressed.
--- @within Input --- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.enter() return keyp(INPUT_KEY_ENTER) end
--- Checks if Menu Back is pressed.
--- @within Input
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Toggle Popup is pressed.
--- @within Input
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -17,6 +17,7 @@ end
--- @within Main --- @within Main
function TIC() function TIC()
init_game() init_game()
Mouse.update()
local now = time() local now = time()
if Context.last_frame_time == 0 then if Context.last_frame_time == 0 then

View File

@@ -0,0 +1,81 @@
--- @section Mouse
local _mx, _my = 0, 0
local _mleft, _mleft_prev = false, false
local _consumed = false
--- Updates mouse state. Call once per frame.
--- @within Mouse
function Mouse.update()
_mleft_prev = _mleft
_consumed = false
local mt = {mouse()}
_mx, _my, _mleft = mt[1], mt[2], mt[3]
-- trace mouse position and tile for testing purposes
if Context.test_mode and Context.mouse_trace then
trace("Mouse: (" .. _mx .. "," .. _my .. "), tile: (" .. math.floor(_mx / 8) .. "," .. math.floor(_my / 8) .. ")")
end
end
--- Returns current mouse X position.
--- @within Mouse
function Mouse.x() return _mx end
--- Returns current mouse Y position.
--- @within Mouse
function Mouse.y() return _my end
--- Returns true if the mouse button was just pressed this frame (and not yet consumed).
--- @within Mouse
function Mouse.clicked() return _mleft and not _mleft_prev and not _consumed end
--- Returns true if the mouse button is held down.
--- @within Mouse
function Mouse.held() return _mleft end
--- Marks the current click as consumed so Mouse.clicked() won't fire again this frame.
--- @within Mouse
function Mouse.consume() _consumed = true end
--- Returns true if the mouse is within the given rectangle.
--- @within Mouse
--- @param x number Left edge.
--- @param y number Top edge.
--- @param w number Width.
--- @param h number Height.
function Mouse.in_rect(x, y, w, h)
return _mx >= x and _mx < x + w and _my >= y and _my < y + h
end
--- Returns true if the mouse is within the given circle.
--- @within Mouse
--- @param cx number Center x.
--- @param cy number Center y.
--- @param r number Radius.
function Mouse.in_circle(cx, cy, r)
local dx = _mx - cx
local dy = _my - cy
return (dx * dx + dy * dy) <= (r * r)
end
--- Returns true if the mouse was clicked inside the given rectangle, and consumes the click.
--- @within Mouse
--- @param rect table A table with fields: x, y, w, h.
function Mouse.zone(rect)
if Mouse.clicked() and Mouse.in_rect(rect.x, rect.y, rect.w, rect.h) then
Mouse.consume()
return true
end
return false
end
--- Returns true if the mouse was clicked inside the given circle, and consumes the click.
--- @within Mouse
--- @param circle table A table with fields: x, y, r.
function Mouse.zone_circle(circle)
if Mouse.clicked() and Mouse.in_circle(circle.x, circle.y, circle.r) then
Mouse.consume()
return true
end
return false
end

View File

@@ -10,7 +10,29 @@ 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
scale = scale or 1 scale = scale or 1
print(text, x + 1, y + 1, shadow_color, fixed, scale) print(text, x + scale, y + scale, shadow_color, fixed, scale)
print(text, x, y, color, fixed, scale)
end
--- Prints text with a contour (outline) instead of shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor (also used for outline thickness).<br/>
--- @param[opt] contour_color number Outline color; defaults to black; if equal to text color, uses white.<br/>
function Print.text_contour(text, x, y, color, fixed, scale, contour_color)
scale = scale or 1
local cc = contour_color
if cc == nil then cc = Config.colors.black end
if color == cc then cc = Config.colors.white end
local ox = { -scale, scale, 0, 0, -scale, scale, -scale, scale }
local oy = { 0, 0, -scale, scale, -scale, -scale, scale, scale }
for i = 1, 8 do
print(text, x + ox[i], y + oy[i], cc, fixed, scale)
end
print(text, x, y, color, fixed, scale) print(text, x, y, color, fixed, scale)
end end
@@ -24,7 +46,23 @@ end
--- @param[opt] scale number The scaling factor.<br/> --- @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 * scale, 0, fixed, scale)
local centered_x = x - (text_width / 2) local centered_x = x - (text_width / 2)
Print.text(text, centered_x, y, color, fixed, scale) Print.text(text, centered_x, y, color, fixed, scale)
end end
--- Prints centered text with contour instead of shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate for centering.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] contour_color number Outline color; defaults to black; if equal to text color, uses white.<br/>
function Print.text_center_contour(text, x, y, color, fixed, scale, contour_color)
scale = scale or 1
local text_width = print(text, 0, -6 * scale, 0, fixed, scale)
local centered_x = x - (text_width / 2)
Print.text_contour(text, centered_x, y, color, fixed, scale, contour_color)
end

View File

@@ -38,8 +38,12 @@ end
--- @within UI --- @within UI
--- @param items table A table of menu items.<br/> --- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item.<br/> --- @param selected_item number The current index of the selected item.<br/>
--- @param[opt] x number Menu x position (required for mouse support).<br/>
--- @param[opt] y number Menu y position (required for mouse support).<br/>
--- @param[opt] centered boolean Whether the menu is centered horizontally.<br/>
--- @return number selected_item 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) --- @return boolean mouse_confirmed True if the user clicked on a menu item.
function UI.update_menu(items, selected_item, x, y, centered)
if Input.up() then if Input.up() then
Audio.sfx_beep() Audio.sfx_beep()
selected_item = selected_item - 1 selected_item = selected_item - 1
@@ -53,7 +57,25 @@ function UI.update_menu(items, selected_item)
selected_item = 1 selected_item = 1
end end
end end
return selected_item
if x ~= nil and y ~= nil then
local menu_x = x
if centered then
local max_w = 0
for _, item in ipairs(items) do
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
menu_x = (Config.screen.width - max_w) / 2
end
for i, _ in ipairs(items) do
if Mouse.zone({ x = menu_x - 8, y = y + (i-1) * 10, w = Config.screen.width, h = 10 }) then
return i, true
end
end
end
return selected_item, false
end end
--- Draws a bordered textbox with scrolling text. --- Draws a bordered textbox with scrolling text.
@@ -68,12 +90,54 @@ end
--- @param[opt] bg_color number The background fill color (default: Config.colors.dark_grey).<br/> --- @param[opt] bg_color number The background fill color (default: Config.colors.dark_grey).<br/>
--- @param[opt] border_color number The border color (default: Config.colors.white).<br/> --- @param[opt] border_color number The border color (default: Config.colors.white).<br/>
--- @param[opt] center_text boolean Whether to center each line inside the box. Defaults to false.<br/> --- @param[opt] center_text boolean Whether to center each line inside the box. Defaults to false.<br/>
local function draw_rounded_rect_fill(x, y, w, h, corner_radius, color)
local inner_w = w - corner_radius * 2
local inner_h = h - corner_radius * 2
if inner_w > 0 and inner_h > 0 then
rect(x + corner_radius, y + corner_radius, inner_w, inner_h, color)
end
if inner_w > 0 and corner_radius > 0 then
rect(x + corner_radius, y, inner_w, corner_radius, color)
rect(x + corner_radius, y + h - corner_radius, inner_w, corner_radius, color)
end
if corner_radius > 0 and inner_h > 0 then
rect(x, y + corner_radius, corner_radius, inner_h, color)
rect(x + w - corner_radius, y + corner_radius, corner_radius, inner_h, color)
end
for row = 0, corner_radius - 1 do
for col = 0, corner_radius - 1 do
if col + row >= corner_radius - 1 then
pix(x + corner_radius - 1 - col, y + corner_radius - 1 - row, color)
pix(x + w - corner_radius + col, y + corner_radius - 1 - row, color)
pix(x + corner_radius - 1 - col, y + h - corner_radius + row, color)
pix(x + w - corner_radius + col, y + h - corner_radius + row, color)
end
end
end
end
local function draw_rounded_rect_border(x, y, w, h, corner_radius, color)
line(x + corner_radius, y, x + w - corner_radius - 1, y, color)
line(x + corner_radius, y + h - 1, x + w - corner_radius - 1, y + h - 1, color)
line(x, y + corner_radius, x, y + h - corner_radius - 1, color)
line(x + w - 1, y + corner_radius, x + w - 1, y + h - corner_radius - 1, color)
pix(x + corner_radius - 1, y + 1, color)
pix(x + 1, y + corner_radius - 1, color)
pix(x + w - corner_radius, y + 1, color)
pix(x + w - 2, y + corner_radius - 1, color)
pix(x + corner_radius - 1, y + h - 2, color)
pix(x + 1, y + h - corner_radius, color)
pix(x + w - corner_radius, y + h - 2, color)
pix(x + w - 2, y + h - corner_radius, color)
end
function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_color, border_color, center_text) function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_color, border_color, center_text)
color = color or Config.colors.white color = color or Config.colors.white
bg_color = bg_color or Config.colors.dark_grey bg_color = bg_color or Config.colors.black
border_color = border_color or Config.colors.white border_color = border_color or Config.colors.white
center_text = center_text or false center_text = center_text or false
local r = 3
local padding = 4 local padding = 4
local line_height = 8 local line_height = 8
local inner_x = box_x + padding local inner_x = box_x + padding
@@ -88,7 +152,7 @@ function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_c
base_y = inner_y + math.floor((visible_height - text_height) / 2) base_y = inner_y + math.floor((visible_height - text_height) / 2)
end end
rect(box_x, box_y, box_w, box_h, bg_color) draw_rounded_rect_fill(box_x, box_y, box_w, box_h, r, bg_color)
for i, line in ipairs(lines) do for i, line in ipairs(lines) do
local ly = base_y + (i - 1) * line_height - scroll_y local ly = base_y + (i - 1) * line_height - scroll_y
@@ -101,7 +165,7 @@ function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_c
end end
end end
rectb(box_x, box_y, box_w, box_h, border_color) draw_rounded_rect_border(box_x, box_y, box_w, box_h, r, border_color)
end end
--- Wraps text. --- Wraps text.

View File

@@ -107,9 +107,9 @@ function AudioTestWindow.update()
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems( AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func AudioTestWindow.list_func, AudioTestWindow.index_func
) )
elseif Input.menu_confirm() then elseif Input.select() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision() AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
elseif Input.menu_back() then elseif Input.back() then
AudioTestWindow.back() AudioTestWindow.back()
end end
end end

View File

@@ -1,102 +0,0 @@
--- @section ConfigurationWindow
ConfigurationWindow.controls = {}
ConfigurationWindow.selected_control = 1
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
{
label = "Save",
action = function() Config.save() end,
type = "action_item"
},
{
label = "Restore Defaults",
action = function() Config.reset() end,
type = "action_item"
},
}
end
--- Draws configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10
local y_start = 40
local x_value_right_align = Config.screen.width - 10
local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12
local color = Config.colors.light_blue
if control.type == "numeric_stepper" then
local value = control.get()
local label_text = control.label
local value_text = string.format(control.format, value)
local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "action_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
end
end
end
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end
--- Updates configuration window logic.
--- @within ConfigurationWindow
function ConfigurationWindow.update()
if Input.menu_back() then
GameWindow.set_state("menu")
return
end
if Input.up() then
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
if ConfigurationWindow.selected_control < 1 then
ConfigurationWindow.selected_control = #ConfigurationWindow.controls
end
elseif Input.down() then
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control + 1
if ConfigurationWindow.selected_control > #ConfigurationWindow.controls then
ConfigurationWindow.selected_control = 1
end
end
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if Input.left() then
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif Input.right() then
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end
elseif control.type == "action_item" then
if Input.menu_confirm() then
control.action()
end
end
end
end

View File

@@ -26,7 +26,7 @@ end
--- @within ContinuedWindow --- @within ContinuedWindow
function ContinuedWindow.update() function ContinuedWindow.update()
ContinuedWindow.timer = ContinuedWindow.timer - 1 ContinuedWindow.timer = ContinuedWindow.timer - 1
if ContinuedWindow.timer <= 0 or Input.select() or Input.menu_confirm() then if ContinuedWindow.timer <= 0 or Input.select() or Input.select() then
Window.set_current("menu") Window.set_current("menu")
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
end end

View File

@@ -0,0 +1,44 @@
--- @section ControlsWindow
local _controls = {
{ action = "Navigate", keyboard = "Arrow keys", gamepad = "D-pad" },
{ action = "Select / OK", keyboard = "Space", gamepad = "Z button" },
{ action = "Back", keyboard = "Backspace", gamepad = "B button" },
{ action = "Click", keyboard = "Mouse", gamepad = "" },
}
--- Draws the controls window.
--- @within ControlsWindow
function ControlsWindow.draw()
UI.draw_top_bar("Controls")
local col_action = 4
local col_keyboard = 80
local col_gamepad = 170
local row_h = 10
local y_header = 18
local y_start = 30
Print.text("Action", col_action, y_header, Config.colors.light_grey)
Print.text("Keyboard", col_keyboard, y_header, Config.colors.light_grey)
Print.text("Gamepad", col_gamepad, y_header, Config.colors.light_grey)
line(col_action, y_header + 8, Config.screen.width - 4, y_header + 8, Config.colors.dark_grey)
for i, entry in ipairs(_controls) do
local y = y_start + (i - 1) * row_h
Print.text(entry.action, col_action, y, Config.colors.white)
Print.text(entry.keyboard, col_keyboard, y, Config.colors.light_blue)
if entry.gamepad ~= "" then
Print.text(entry.gamepad, col_gamepad, y, Config.colors.light_blue)
end
end
Print.text("Space / Z button or click to go back", col_action, Config.screen.height - 10, Config.colors.light_grey)
end
--- Updates the controls window logic.
--- @within ControlsWindow
function ControlsWindow.update()
if Input.back() or Input.select() then
Window.set_current("menu")
end
end

View File

@@ -24,7 +24,7 @@ function DiscussionWindow.draw()
TEXTBOX_W, TEXTBOX_H, TEXTBOX_W, TEXTBOX_H,
Context.discussion.scroll_y, Context.discussion.scroll_y,
Config.colors.white, Config.colors.white,
Config.colors.dark_grey, Config.colors.black,
Config.colors.light_blue, Config.colors.light_blue,
true true
) )
@@ -37,9 +37,13 @@ function DiscussionWindow.draw()
local selected = answers[Context.discussion.selected_answer] local selected = answers[Context.discussion.selected_answer]
local label = selected.label local label = selected.label
local answer_text_y = bar_y + 4 local answer_text_y = bar_y + 4
Print.text("<", 2, answer_text_y, Config.colors.light_blue) local left_arrow_color = Input.left() and Config.colors.white or Config.colors.orange
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.item) local right_arrow_color = Input.right() and Config.colors.white or Config.colors.orange
Print.text(">", Config.screen.width - 6, answer_text_y, Config.colors.light_blue) local left_arrow_contour_color = Input.left() and Config.colors.white or Config.colors.black
local right_arrow_contour_color = Input.right() and Config.colors.white or Config.colors.black
Print.text_center_contour("<", 6, answer_text_y, left_arrow_color, false, 1, left_arrow_contour_color)
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.orange)
Print.text_center_contour(">", Config.screen.width - 6, answer_text_y, right_arrow_color, false, 1, right_arrow_contour_color)
end end
end end

View File

@@ -52,7 +52,7 @@ function EndWindow.update()
end end
end end
if Input.menu_confirm() then if Input.select() then
Audio.sfx_select() Audio.sfx_select()
if Context._end.selection == 1 then if Context._end.selection == 1 then
Context._end.state = "ending" Context._end.state = "ending"
@@ -69,7 +69,7 @@ function EndWindow.update()
end end
end end
elseif Context._end.state == "ending" then elseif Context._end.state == "ending" then
if Input.menu_confirm() then if Input.select() then
Window.set_current("menu") Window.set_current("menu")
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
end end

View File

@@ -38,7 +38,7 @@ end
--- @within GameWindow --- @within GameWindow
function GameWindow.update() function GameWindow.update()
Focus.update() Focus.update()
if Input.menu_back() then if Input.back() then
Window.set_current("menu") Window.set_current("menu")
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
return return
@@ -48,14 +48,6 @@ function GameWindow.update()
if not screen or not screen.update then return end if not screen or not screen.update then return end
screen.update() screen.update()
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and type(current_situation_obj.update) == "function" then
current_situation_obj.update()
end
end
if Context.stat_screen_active then return end if Context.stat_screen_active then return end
-- Fetch and filter decisions locally -- Fetch and filter decisions locally
@@ -68,7 +60,7 @@ function GameWindow.update()
_selected_decision_index = 1 _selected_decision_index = 1
end end
local new_selected_decision_index = Decision.update( local new_selected_decision_index, mouse_confirmed = Decision.update(
_available_decisions, _available_decisions,
_selected_decision_index _selected_decision_index
) )
@@ -77,7 +69,7 @@ function GameWindow.update()
_selected_decision_index = new_selected_decision_index _selected_decision_index = new_selected_decision_index
end end
if Input.select() then if Input.select() or mouse_confirmed then
local selected_decision = _available_decisions[_selected_decision_index] local selected_decision = _available_decisions[_selected_decision_index]
if selected_decision and selected_decision.handle then if selected_decision and selected_decision.handle then
Audio.sfx_select() Audio.sfx_select()

View File

@@ -31,7 +31,7 @@ function BriefIntroWindow.update()
lines = lines + 1 lines = lines + 1
end end
if BriefIntroWindow.y < -lines * 8 or Input.select() or Input.menu_confirm() then if BriefIntroWindow.y < -lines * 8 or Input.select() or Input.select() then
Window.set_current("menu") Window.set_current("menu")
end end
end end

View File

@@ -30,7 +30,7 @@ end
--- @within TitleIntroWindow --- @within TitleIntroWindow
function TitleIntroWindow.update() function TitleIntroWindow.update()
TitleIntroWindow.timer = TitleIntroWindow.timer - 1 TitleIntroWindow.timer = TitleIntroWindow.timer - 1
if TitleIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then if TitleIntroWindow.timer <= 0 or Input.select() or Input.select() then
Window.set_current("intro_ttg") Window.set_current("intro_ttg")
end end
end end

View File

@@ -27,13 +27,13 @@ function TTGIntroWindow.update()
TTGIntroWindow.glitch_started = true TTGIntroWindow.glitch_started = true
end end
-- Count menu_back presses during the intro -- Count enter presses during the intro
if Input.menu_back() then if Input.enter() then
TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1 TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1
end end
TTGIntroWindow.timer = TTGIntroWindow.timer - 1 TTGIntroWindow.timer = TTGIntroWindow.timer - 1
if TTGIntroWindow.timer <= 0 or Input.menu_confirm() then if TTGIntroWindow.timer <= 0 or Input.select() then
-- Evaluate exactly 3 presses at the end of the intro -- Evaluate exactly 3 presses at the end of the intro
if TTGIntroWindow.space_count == 3 then if TTGIntroWindow.space_count == 3 then
Context.test_mode = true Context.test_mode = true

View File

@@ -1,18 +1,62 @@
--- @section MenuWindow --- @section MenuWindow
local _menu_items = {} local _menu_items = {}
local _click_timer = 0
local _anim = 0
local _menu_max_w = 0
local ANIM_SPEED = 2.5
local HEADER_H = 28
--- Calculates the animated x position of the menu block.
--- @within MenuWindow
--- @return number x The left edge x coordinate for the menu.
function MenuWindow.calc_menu_x()
local center_start = Config.screen.width / 2
local center_end = Config.screen.width * 0.72
local center = center_start + _anim * (center_end - center_start)
return math.floor(center - _menu_max_w / 2)
end
--- Draws the header with title and separator.
--- @within MenuWindow
function MenuWindow.draw_header()
rect(0, 0, Config.screen.width, HEADER_H, Config.colors.dark_grey)
rect(0, HEADER_H - 2, Config.screen.width, 2, Config.colors.light_blue)
local cx = Config.screen.width / 2
local subtitle = "Definitely not an"
if Context.test_mode then subtitle = subtitle .. " [TEST]" end
local sub_w = print(subtitle, 0, -6, 0, false, 1, true)
print(subtitle, math.floor(cx - sub_w / 2) + 1, 5, Config.colors.dark_grey, false, 1, true)
print(subtitle, math.floor(cx - sub_w / 2), 4, Config.colors.light_grey, false, 1, true)
Print.text_center("IMPOSTOR", cx, 12, Config.colors.item, false, 2)
end
--- Draws the 4x scaled Norman sprite on the left side of the screen.
--- @within MenuWindow
function MenuWindow.draw_norman()
local nx = math.floor(Config.screen.width * 0.45 / 2) - 32
local ny = HEADER_H + math.floor((Config.screen.height - HEADER_H - 96) / 2)
spr(272, nx, ny, 0, 4)
spr(273, nx + 32, ny, 0, 4)
spr(288, nx, ny + 32, 0, 4)
spr(289, nx + 32, ny + 32, 0, 4)
spr(304, nx, ny + 64, 0, 4)
spr(305, nx + 32, ny + 64, 0, 4)
end
--- Draws the menu window. --- Draws the menu window.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.draw() function MenuWindow.draw()
local title = "Definitely not an Impostor" MenuWindow.draw_header()
if Context.test_mode then
title = title .. " (TEST MODE)" if _anim > 0 then
MenuWindow.draw_norman()
end end
UI.draw_top_bar(title)
local menu_h = #_menu_items * 10 local menu_h = #_menu_items * 10
local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2 local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2)
UI.draw_menu(_menu_items, Context.current_menu_item, 0, y, true) UI.draw_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false)
local ttg_text = "TTG" local ttg_text = "TTG"
local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false) local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false)
@@ -22,9 +66,32 @@ end
--- Updates the menu window logic. --- Updates the menu window logic.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.update() function MenuWindow.update()
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item) if _anim < 1 then
_anim = math.min(1, _anim + ANIM_SPEED * Context.delta_time)
end
if Input.menu_confirm() then local menu_h = #_menu_items * 10
local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2)
if _click_timer > 0 then
_click_timer = _click_timer - Context.delta_time
if _click_timer <= 0 then
_click_timer = 0
local selected_item = _menu_items[Context.current_menu_item]
if selected_item and selected_item.decision then
selected_item.decision()
end
end
return
end
local new_item, mouse_confirmed = UI.update_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false)
Context.current_menu_item = new_item
if mouse_confirmed then
Audio.sfx_select()
_click_timer = 0.5
elseif Input.select() then
local selected_item = _menu_items[Context.current_menu_item] local selected_item = _menu_items[Context.current_menu_item]
if selected_item and selected_item.decision then if selected_item and selected_item.decision then
Audio.sfx_select() Audio.sfx_select()
@@ -64,11 +131,10 @@ function MenuWindow.exit()
exit() exit()
end end
--- Opens the configuration menu. --- Opens the controls screen.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.configuration() function MenuWindow.controls()
ConfigurationWindow.init() Window.set_current("controls")
GameWindow.set_state("configuration")
end end
--- Opens the audio test menu. --- Opens the audio test menu.
@@ -85,7 +151,7 @@ function MenuWindow.continued()
GameWindow.set_state("continued") GameWindow.set_state("continued")
end end
--- Opens the minigame ddr test menu. --- Opens the DDR minigame test.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.ddr_test() function MenuWindow.ddr_test()
AudioTestWindow.init() AudioTestWindow.init()
@@ -93,26 +159,34 @@ function MenuWindow.ddr_test()
MinigameDDRWindow.start("menu", "generated", { special_mode = "only_nothing" }) MinigameDDRWindow.start("menu", "generated", { special_mode = "only_nothing" })
end end
--- Refreshes menu items. --- Refreshes the list of menu items based on current game state.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
_menu_items = {} _menu_items = {}
if Context.game_in_progress then if Context.game_in_progress then
table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game}) table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game}) table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
end end
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game}) table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game}) table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration}) table.insert(_menu_items, {label = "Controls", decision = MenuWindow.controls})
if Context.test_mode then if Context.test_mode then
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test}) table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued}) table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test}) table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
end end
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit}) table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
_menu_max_w = 0
for _, item in ipairs(_menu_items) do
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > _menu_max_w then _menu_max_w = w end
end
Context.current_menu_item = 1 Context.current_menu_item = 1
_click_timer = 0
_anim = 0
end end

View File

@@ -1,7 +1,44 @@
--- @section MinigameDDRWindow --- @section MinigameDDRWindow
---@class MinigameDDRState
---@field special_mode string
---@field bar_fill number
---@field max_fill number
---@field fill_per_hit number
---@field miss_penalty number
---@field bar_x number
---@field bar_y number
---@field bar_width number
---@field bar_height number
---@field arrow_size number
---@field arrow_spawn_timer number
---@field arrow_spawn_interval number
---@field arrow_fall_speed number
---@field arrows table
---@field target_y number
---@field target_arrows table
---@field hit_threshold number
---@field button_pressed_timers table
---@field button_press_duration number
---@field input_cooldowns table
---@field input_cooldown_duration number
---@field frame_counter number
---@field current_song table?
---@field pattern_index number
---@field use_pattern boolean
---@field generated_length number
---@field return_window string?
---@field win_timer number
---@field on_win fun(ctx: MinigameDDRState)|nil
---@field total_misses number
---@field total_hits number
---@field special_mode_condition boolean
---@field special_mode_counter number
---@field debug_song_key string|nil
---@field debug_status string|nil
--- Background drawing for DDR minigame. --- Background drawing for DDR minigame.
--- @witin MinigameDDRWindow --- @within MinigameDDRWindow
function MinigameDDRWindow.draw_background() function MinigameDDRWindow.draw_background()
local img_values = {1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1} local img_values = {1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1}
local img_runs = {809,40,5,26,178,42,4,7,30,10,127,103,11,1,116,124,116,124,115,18,60,47,115,10,105,10,115,9,108,9,114,9,108,9,114,9,108,9,114,9,33,31,44,9,114,9,34,28,46,9,114,9,108,9,114,9,108,9,114,9,108,9,114,9,108,9,114,9,109,8,114,9,109,8,114,9,109,9,112,10,105,1,3,9,111,11,104,2,3,9,111,11,101,5,3,9,111,11,101,5,3,9,111,9,103,5,3,9,111,9,99,1,2,6,3,9,111,9,99,1,2,8,1,9,111,9,3,1,88,1,3,1,2,11,1,9,111,9,3,1,88,1,3,14,1,9,111,9,3,1,88,1,3,1,2,11,1,9,111,9,3,1,88,1,5,12,1,9,111,9,3,1,88,1,3,14,1,9,111,9,3,1,88,3,1,1,2,11,1,9,111,9,3,1,88,3,1,14,1,9,111,9,3,1,88,3,2,13,2,8,111,9,3,1,88,3,3,12,3,8,110,9,3,1,88,3,3,12,3,9,109,9,3,1,88,3,1,14,3,9,109,9,3,1,90,1,1,7,3,4,3,9,109,9,3,1,90,1,1,5,6,3,3,9,108,10,3,1,44,1,4,1,40,1,1,5,7,2,3,9,108,10,3,1,44,1,4,1,38,3,1,5,7,3,2,9,108,10,3,1,48,1,39,3,1,5,7,2,3,9,108,10,3,1,88,3,1,5,6,3,3,9,108,10,3,1,32,5,4,4,3,2,38,3,1,15,2,9,108,10,3,1,41,5,2,2,2,4,32,3,1,15,2,9,108,10,2,2,41,9,2,5,3,1,3,1,23,3,1,9,1,5,2,9,108,10,2,2,41,12,35,3,1,7,4,4,2,9,108,10,2,2,32,26,30,3,1,5,7,3,2,9,108,10,2,2,36,21,31,9,7,3,2,9,108,10,2,2,35,23,30,10,6,3,2,9,108,10,2,2,35,23,30,11,4,4,2,9,108,10,2,2,34,24,30,19,2,9,108,10,2,2,33,25,30,19,2,9,108,10,2,2,32,28,28,19,2,9,108,10,2,2,32,30,26,19,2,9,108,10,2,2,33,31,24,19,2,9,108,10,2,4,37,17,32,19,2,10,107,10,2,5,85,19,2,10,107,10,2,109,2,10,107,12,1,107,3,10,107,133,107,133,107,133,107,133,107,133,107,133,107,133,118,111,129,6,63,3,28,10,121,13,98,6,142,7,76,6,129,10,13,5,77,15,109,4,31,4,78,4,24,7,75,173,66,176,64,177,62,178,62,178,62,56,31,2,7,2,2,3,2,1,2,1,61,8,62,56,114,8,62,56,114,8,62,56,114,8,62,56,114,8,62,9,8,39,114,9,61,8,9,39,114,9,61,8,9,39,114,9,61,8,9,39,114,9,61,8,9,39,114,9,61,8,9,39,114,9,61,8,9,39,115,8,61,8,8,40,115,8,61,56,115,8,61,13,2,1,1,1,1,16,1,1,2,17,115,8,61,13,2,1,1,1,2,1,1,10,2,1,1,1,2,1,2,7,1,6,115,8,60,14,2,1,1,1,5,9,2,1,1,1,2,1,2,6,2,6,115,8,59,15,2,1,1,1,5,9,2,1,1,1,2,1,2,6,2,6,115,8,59,15,2,1,1,1,6,8,2,1,1,1,2,1,2,14,115,8,59,6,1,11,1,1,7,10,1,1,2,1,2,14,115,8,59,6,1,11,1,1,7,10,1,1,2,1,2,1,1,12,115,9,58,6,1,1,2,10,9,8,1,1,2,1,2,1,1,12,115,9,58,6,1,1,2,8,1,1,9,8,1,1,2,1,2,1,1,11,116,9,58,6,1,1,2,1,2,7,9,8,1,1,2,1,2,1,1,11,116,9,58,6,1,1,2,1,2,7,9,10,2,1,2,1,1,11,116,9,58,57,116,9,58,58,115,9,102,13,116,9,58,48,2,10,1,3,22,84,5,7,58,158,7,5,6,6,75,3,7,2,7,1,7,2,6,1,6,2,6,2,4,4,6,2,6,1,6,2,6,3,6,1,6,5,7,8,7,9,11,1,9,2,50,1,22,1,14,5,3,5,3,4,3,6,3,5,2,16,2,5,3,14,2,6,2,6,5,5,11,4,30,1,50,1,37,6,3,5,3,5,2,6,3,5,3,6,1,7,2,6,2,15,2,6,2,5,6,5,12,1,15,1,106,93,2,8,10,5,2,6,2,5,4,4,100,7,3,13,2,65,3,8,3,5,2,5,4,4,3,5,4,4,100,94,2,5,3,5,4,4,6,5,2,5,105,86,2,13,3,5,4,4,6,5,2,1,1,3,102,4,2,24,2,62,1,1,2,7,3,5,4,5,4,5,2,8,4,2,92,5,2,24,2,61,5,5,7,2,5,6,3,4,3,7,102,88,6,7,12,8,6,1,3,7,103,87,6,7,11,9,6,1,3,7,110,1,9,9,5,1,2,1,3,47,162,1,10,6,27,34,162,1,10,6,27,34,97,3,57,14,2,7,26,66,9,33,5,2,17,223,17,223,18,222,47,193,53,1,3,163,19,1,85,109,14,29,36,151,784} local img_runs = {809,40,5,26,178,42,4,7,30,10,127,103,11,1,116,124,116,124,115,18,60,47,115,10,105,10,115,9,108,9,114,9,108,9,114,9,108,9,114,9,33,31,44,9,114,9,34,28,46,9,114,9,108,9,114,9,108,9,114,9,108,9,114,9,108,9,114,9,109,8,114,9,109,8,114,9,109,9,112,10,105,1,3,9,111,11,104,2,3,9,111,11,101,5,3,9,111,11,101,5,3,9,111,9,103,5,3,9,111,9,99,1,2,6,3,9,111,9,99,1,2,8,1,9,111,9,3,1,88,1,3,1,2,11,1,9,111,9,3,1,88,1,3,14,1,9,111,9,3,1,88,1,3,1,2,11,1,9,111,9,3,1,88,1,5,12,1,9,111,9,3,1,88,1,3,14,1,9,111,9,3,1,88,3,1,1,2,11,1,9,111,9,3,1,88,3,1,14,1,9,111,9,3,1,88,3,2,13,2,8,111,9,3,1,88,3,3,12,3,8,110,9,3,1,88,3,3,12,3,9,109,9,3,1,88,3,1,14,3,9,109,9,3,1,90,1,1,7,3,4,3,9,109,9,3,1,90,1,1,5,6,3,3,9,108,10,3,1,44,1,4,1,40,1,1,5,7,2,3,9,108,10,3,1,44,1,4,1,38,3,1,5,7,3,2,9,108,10,3,1,48,1,39,3,1,5,7,2,3,9,108,10,3,1,88,3,1,5,6,3,3,9,108,10,3,1,32,5,4,4,3,2,38,3,1,15,2,9,108,10,3,1,41,5,2,2,2,4,32,3,1,15,2,9,108,10,2,2,41,9,2,5,3,1,3,1,23,3,1,9,1,5,2,9,108,10,2,2,41,12,35,3,1,7,4,4,2,9,108,10,2,2,32,26,30,3,1,5,7,3,2,9,108,10,2,2,36,21,31,9,7,3,2,9,108,10,2,2,35,23,30,10,6,3,2,9,108,10,2,2,35,23,30,11,4,4,2,9,108,10,2,2,34,24,30,19,2,9,108,10,2,2,33,25,30,19,2,9,108,10,2,2,32,28,28,19,2,9,108,10,2,2,32,30,26,19,2,9,108,10,2,2,33,31,24,19,2,9,108,10,2,4,37,17,32,19,2,10,107,10,2,5,85,19,2,10,107,10,2,109,2,10,107,12,1,107,3,10,107,133,107,133,107,133,107,133,107,133,107,133,107,133,118,111,129,6,63,3,28,10,121,13,98,6,142,7,76,6,129,10,13,5,77,15,109,4,31,4,78,4,24,7,75,173,66,176,64,177,62,178,62,178,62,56,31,2,7,2,2,3,2,1,2,1,61,8,62,56,114,8,62,56,114,8,62,56,114,8,62,56,114,8,62,9,8,39,114,9,61,8,9,39,114,9,61,8,9,39,114,9,61,8,9,39,114,9,61,8,9,39,114,9,61,8,9,39,114,9,61,8,9,39,115,8,61,8,8,40,115,8,61,56,115,8,61,13,2,1,1,1,1,16,1,1,2,17,115,8,61,13,2,1,1,1,2,1,1,10,2,1,1,1,2,1,2,7,1,6,115,8,60,14,2,1,1,1,5,9,2,1,1,1,2,1,2,6,2,6,115,8,59,15,2,1,1,1,5,9,2,1,1,1,2,1,2,6,2,6,115,8,59,15,2,1,1,1,6,8,2,1,1,1,2,1,2,14,115,8,59,6,1,11,1,1,7,10,1,1,2,1,2,14,115,8,59,6,1,11,1,1,7,10,1,1,2,1,2,1,1,12,115,9,58,6,1,1,2,10,9,8,1,1,2,1,2,1,1,12,115,9,58,6,1,1,2,8,1,1,9,8,1,1,2,1,2,1,1,11,116,9,58,6,1,1,2,1,2,7,9,8,1,1,2,1,2,1,1,11,116,9,58,6,1,1,2,1,2,7,9,10,2,1,2,1,1,11,116,9,58,57,116,9,58,58,115,9,102,13,116,9,58,48,2,10,1,3,22,84,5,7,58,158,7,5,6,6,75,3,7,2,7,1,7,2,6,1,6,2,6,2,4,4,6,2,6,1,6,2,6,3,6,1,6,5,7,8,7,9,11,1,9,2,50,1,22,1,14,5,3,5,3,4,3,6,3,5,2,16,2,5,3,14,2,6,2,6,5,5,11,4,30,1,50,1,37,6,3,5,3,5,2,6,3,5,3,6,1,7,2,6,2,15,2,6,2,5,6,5,12,1,15,1,106,93,2,8,10,5,2,6,2,5,4,4,100,7,3,13,2,65,3,8,3,5,2,5,4,4,3,5,4,4,100,94,2,5,3,5,4,4,6,5,2,5,105,86,2,13,3,5,4,4,6,5,2,1,1,3,102,4,2,24,2,62,1,1,2,7,3,5,4,5,4,5,2,8,4,2,92,5,2,24,2,61,5,5,7,2,5,6,3,4,3,7,102,88,6,7,12,8,6,1,3,7,103,87,6,7,11,9,6,1,3,7,110,1,9,9,5,1,2,1,3,47,162,1,10,6,27,34,162,1,10,6,27,34,97,3,57,14,2,7,26,66,9,33,5,2,17,223,17,223,18,222,47,193,53,1,3,163,19,1,85,109,14,29,36,151,784}
@@ -12,7 +49,7 @@ end
--- Gets initial DDR minigame configuration. --- Gets initial DDR minigame configuration.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
--- @return result table The default DDR minigame configuration. ---@return MinigameDDRState
function MinigameDDRWindow.init_context() function MinigameDDRWindow.init_context()
local arrow_size = 12 local arrow_size = 12
local arrow_spacing = 30 local arrow_spacing = 30
@@ -33,7 +70,7 @@ function MinigameDDRWindow.init_context()
arrow_spawn_interval = 45, arrow_spawn_interval = 45,
arrow_fall_speed = 1.5, arrow_fall_speed = 1.5,
arrows = {}, arrows = {},
target_y = 115, target_y = 120,
target_arrows = { target_arrows = {
{ dir = "left", x = start_x }, { dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing }, { dir = "down", x = start_x + arrow_size + arrow_spacing },
@@ -60,25 +97,29 @@ function MinigameDDRWindow.init_context()
} }
end end
--- Builds song data (and optional generated pattern) for the minigame.
--- @within MinigameDDRWindow
function MinigameDDRWindow.prepareSong(song, generated_length, special_mode) function MinigameDDRWindow.prepareSong(song, generated_length, special_mode)
local current_song = Util.deepcopy(song) local current_song = Util.deepcopy(song)
if current_song.generated then
local pattern = musicator_generate_pattern(generated_length, current_song.bpm, current_song.spd * 4)
current_song.pattern = pattern
current_song.end_frame = pattern[#pattern].frame
if current_song.generated then if special_mode == "only_special" then
local pattern = musicator_generate_pattern(generated_length, current_song.bpm, current_song.spd * 4) for i, _ in ipairs(current_song.pattern) do
current_song.pattern = pattern current_song.pattern[i].special = (i % 5 == 0)
current_song.end_frame = pattern[#pattern].frame
if special_mode == "only_special" then
for i, _ in ipairs(current_song.pattern) do
current_song.pattern[i].special = (i % 5 == 0)
end
end end
end end
end
return current_song return current_song
end end
--- Handles hit feedback and special-mode scoring for one arrow.
--- @within MinigameDDRWindow
---@param game_context MinigameDDRState
function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context) function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context)
local special_mode = game_context.special_mode local special_mode = game_context.special_mode
@@ -109,13 +150,15 @@ function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context)
end end
end end
--- Ends the minigame: win timer, sfx, and special-mode pass/fail bookkeeping.
--- @within MinigameDDRWindow
function MinigameDDRWindow.on_end(game_context) function MinigameDDRWindow.on_end(game_context)
Audio.sfx_select() Audio.sfx_select()
game_context.win_timer = Config.timing.minigame_win_duration game_context.win_timer = Config.timing.minigame_win_duration
local num_special = 0 local num_special = 0
for _,v in ipairs(game_context.current_song.pattern) do for _, v in ipairs(game_context.current_song.pattern) do
if game_context.special_mode == "only_left" then if game_context.special_mode == "only_left" then
num_special = num_special + ((v.dir == "left" and 1) or 0) num_special = num_special + ((v.dir == "left" and 1) or 0)
else else
@@ -123,12 +166,9 @@ function MinigameDDRWindow.on_end(game_context)
end end
end end
local sm = game_context.special_mode
local was_ok = true local was_ok = true
if game_context.special_mode == "normal" then if sm == "normal" or sm == "only_special" or sm == "only_left" then
was_ok = game_context.special_mode_counter == num_special
elseif game_context.special_mode == "only_special" then
was_ok = game_context.special_mode_counter == num_special
elseif game_context.special_mode == "only_left" then
was_ok = game_context.special_mode_counter == num_special was_ok = game_context.special_mode_counter == num_special
end end
@@ -192,12 +232,14 @@ end
local function spawn_arrow() local function spawn_arrow()
trace("random arrow") trace("random arrow")
---@type MinigameDDRState
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
local y0 = mg.bar_y + mg.bar_height + 10
local target = mg.target_arrows[math.random(1, 4)] local target = mg.target_arrows[math.random(1, 4)]
table.insert(mg.arrows, { table.insert(mg.arrows, {
dir = target.dir, dir = target.dir,
x = target.x, x = target.x,
y = mg.bar_y + mg.bar_height + 10 y = y0
}) })
end end
@@ -205,13 +247,15 @@ end
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
--- @param direction string The direction of the arrow ("left", "down", "up", "right"). --- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction, note, special) local function spawn_arrow_dir(direction, note, special)
---@type MinigameDDRState
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
local y0 = mg.bar_y + mg.bar_height + 10
for _, target in ipairs(mg.target_arrows) do for _, target in ipairs(mg.target_arrows) do
if target.dir == direction then if target.dir == direction then
table.insert(mg.arrows, { table.insert(mg.arrows, {
dir = direction, dir = direction,
x = target.x, x = target.x,
y = mg.bar_y + mg.bar_height + 10, y = y0,
note = note, note = note,
special = special special = special
}) })
@@ -225,6 +269,7 @@ end
--- @param arrow table The arrow data. --- @param arrow table The arrow data.
--- @return boolean True if the arrow is hit, false otherwise. --- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow) local function check_hit(arrow)
---@type MinigameDDRState
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y) local distance = math.abs(arrow.y - mg.target_y)
return distance <= mg.hit_threshold return distance <= mg.hit_threshold
@@ -235,34 +280,53 @@ end
--- @param arrow table The arrow data. --- @param arrow table The arrow data.
--- @return boolean True if the arrow is missed, false otherwise. --- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow) local function check_miss(arrow)
---@type MinigameDDRState
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
return arrow.y > mg.target_y + mg.hit_threshold return arrow.y > mg.target_y + mg.hit_threshold
end end
--- Draws an arrow. --- Rotates a point (px, py) around (cx, cy) by a number of 90-degree CW steps.
--- @within MinigameDDRWindow
local function rotate(px, py, cx, cy, steps)
local dx, dy = px - cx, py - cy
for _ = 1, steps % 4 do
dx, dy = dy, -dx
end
return cx + dx, cy + dy
end
local arrow_rotations = { down = 0, right = 1, up = 2, left = 3 }
--- Draws an arrow by rotating the "down" arrow shape.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
--- @param x number The x-coordinate. --- @param x number The x-coordinate.
--- @param y number The y-coordinate. --- @param y number The y-coordinate.
--- @param direction string The direction of the arrow. --- @param direction string The direction of the arrow.
--- @param color number The color of the arrow. --- @param color number The color of the arrow.
local function draw_arrow(x, y, direction, color) local function draw_arrow(x, y, direction, color)
local size = 12 local size = 14
local half = size / 2 local half = size / 2
if direction == "left" then local pivot_x, pivot_y = x + half, y + half
tri(x + half, y, x, y + half, x + half, y + size, color) local steps = arrow_rotations[direction] or 0
rectb(x + half, y + half - 2, half, 4, color)
elseif direction == "right" then local head_left_x, head_left_y = rotate(x, y + half, pivot_x, pivot_y, steps)
tri(x + half, y, x + size, y + half, x + half, y + size, color) local head_tip_x, head_tip_y = rotate(x + half, y + size, pivot_x, pivot_y, steps)
rectb(x, y + half - 2, half, 4, color) local head_right_x, head_right_y = rotate(x + size, y + half, pivot_x, pivot_y, steps)
elseif direction == "up" then
tri(x, y + half, x + half, y, x + size, y + half, color) tri(head_left_x, head_left_y,
rectb(x + half - 2, y + half, 4, half, color) head_tip_x, head_tip_y,
elseif direction == "down" then head_right_x, head_right_y, color)
tri(x, y + half, x + half, y + size, x + size, y + half, color)
rectb(x + half - 2, y, 4, half, color) local stem_top_x, stem_top_y = rotate(x + half - 3, y, pivot_x, pivot_y, steps)
end local stem_bot_x, stem_bot_y = rotate(x + half + 3, y + half, pivot_x, pivot_y, steps)
local stem_x = math.min(stem_top_x, stem_bot_x)
local stem_y = math.min(stem_top_y, stem_bot_y)
local stem_w = math.abs(stem_bot_x - stem_top_x)
local stem_h = math.abs(stem_bot_y - stem_top_y)
rectb(stem_x, stem_y, stem_w, stem_h, color)
end end
--- Updates DDR minigame logic. --- Updates DDR minigame logic.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
function MinigameDDRWindow.update() function MinigameDDRWindow.update()
@@ -323,10 +387,7 @@ function MinigameDDRWindow.update()
arrow.y = arrow.y + mg.arrow_fall_speed arrow.y = arrow.y + mg.arrow_fall_speed
if check_miss(arrow) then if check_miss(arrow) then
table.insert(arrows_to_remove, i) table.insert(arrows_to_remove, i)
mg.bar_fill = mg.bar_fill - mg.miss_penalty mg.bar_fill = math.max(0, mg.bar_fill - mg.miss_penalty)
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
mg.total_misses = mg.total_misses + 1 mg.total_misses = mg.total_misses + 1
end end
end end
@@ -355,6 +416,12 @@ function MinigameDDRWindow.update()
right = Input.right() right = Input.right()
} }
for _, target in ipairs(mg.target_arrows) do
if Mouse.zone({ x = target.x, y = mg.target_y, w = mg.arrow_size, h = mg.arrow_size }) then
input_map[target.dir] = true
end
end
for dir, pressed in pairs(input_map) do for dir, pressed in pairs(input_map) do
if pressed and mg.input_cooldowns[dir] == 0 then if pressed and mg.input_cooldowns[dir] == 0 then
mg.input_cooldowns[dir] = mg.input_cooldown_duration mg.input_cooldowns[dir] = mg.input_cooldown_duration
@@ -364,20 +431,14 @@ function MinigameDDRWindow.update()
if arrow.dir == dir and check_hit(arrow) then if arrow.dir == dir and check_hit(arrow) then
MinigameDDRWindow.on_arrow_hit_special(arrow, mg) MinigameDDRWindow.on_arrow_hit_special(arrow, mg)
mg.bar_fill = mg.bar_fill + mg.fill_per_hit mg.bar_fill = math.min(mg.max_fill, mg.bar_fill + mg.fill_per_hit)
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
end
table.remove(mg.arrows, i) table.remove(mg.arrows, i)
hit = true hit = true
break break
end end
end end
if not hit then if not hit then
mg.bar_fill = mg.bar_fill - 2 mg.bar_fill = math.max(0, mg.bar_fill - 2)
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
mg.total_misses = mg.total_misses + 1 mg.total_misses = mg.total_misses + 1
end end
end end
@@ -387,6 +448,7 @@ end
--- Draws DDR minigame. --- Draws DDR minigame.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
function MinigameDDRWindow.draw() function MinigameDDRWindow.draw()
---@type MinigameDDRState|nil
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
if not mg then if not mg then
cls(0) cls(0)
@@ -414,8 +476,6 @@ function MinigameDDRWindow.draw()
end end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color) rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end end
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
if mg.target_arrows then if mg.target_arrows then
for _, target in ipairs(mg.target_arrows) do for _, target in ipairs(mg.target_arrows) do
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0 local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
@@ -429,7 +489,7 @@ function MinigameDDRWindow.draw()
draw_arrow(arrow.x, arrow.y, arrow.dir, arrow_color) draw_arrow(arrow.x, arrow.y, arrow.dir, arrow_color)
end end
end end
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) Print.text_center_contour("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_blue)
local debug_y = 60 local debug_y = 60
if mg.debug_status then if mg.debug_status then
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item) Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
@@ -453,13 +513,14 @@ function MinigameDDRWindow.draw()
elseif Context.test_mode then elseif Context.test_mode then
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
if mg.win_timer > 0 then
if mg.special_mode_condition then if mg.win_timer > 0 then
Minigame.draw_win_overlay("SUCCESS...?") if mg.special_mode_condition then
elseif mg.total_hits < 10 then Minigame.draw_win_overlay("SUCCESS...?")
Minigame.draw_win_overlay("MEH...") elseif mg.total_hits < 10 then
else Minigame.draw_win_overlay("MEH...")
Minigame.draw_win_overlay() else
Minigame.draw_win_overlay()
end
end end
end end
end

View File

@@ -49,6 +49,7 @@ end
--- @param return_window string The window ID to return to after the minigame.<br/> --- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/> --- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameButtonMashWindow.start(return_window, params) function MinigameButtonMashWindow.start(return_window, params)
Audio.music_stop()
MinigameButtonMashWindow.init(params) MinigameButtonMashWindow.init(params)
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
mg.return_window = return_window or "game" mg.return_window = return_window or "game"
@@ -83,7 +84,9 @@ function MinigameButtonMashWindow.update()
return return
end end
if Input.select() then local mouse_on_button = Mouse.zone_circle({ x = mg.button_x, y = mg.button_y, r = mg.button_size })
if Input.select() or mouse_on_button then
Audio.sfx_drum_high() Audio.sfx_drum_high()
mg.bar_fill = mg.bar_fill + mg.fill_per_press mg.bar_fill = mg.bar_fill + mg.fill_per_press
@@ -143,7 +146,7 @@ function MinigameButtonMashWindow.draw()
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end end
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color) Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
Print.text_center(mg.instruction_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) Print.text_center_contour(mg.instruction_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_blue)
if mg.show_progress_text then if mg.show_progress_text then
local points_text = math.floor(mg.bar_fill) .. "/" .. mg.target_points local points_text = math.floor(mg.bar_fill) .. "/" .. mg.target_points
Print.text_center(points_text, mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black) Print.text_center(points_text, mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)

View File

@@ -53,6 +53,7 @@ end
--- @param return_window string The window ID to return to after the minigame.<br/> --- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/> --- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameRhythmWindow.start(return_window, params) function MinigameRhythmWindow.start(return_window, params)
Audio.music_stop()
MinigameRhythmWindow.init(params) MinigameRhythmWindow.init(params)
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
mg.return_window = return_window or "game" mg.return_window = return_window or "game"
@@ -95,7 +96,9 @@ function MinigameRhythmWindow.update()
if mg.press_cooldown > 0 then if mg.press_cooldown > 0 then
mg.press_cooldown = mg.press_cooldown - 1 mg.press_cooldown = mg.press_cooldown - 1
end end
if Input.select() and mg.press_cooldown == 0 then local mouse_on_button = Mouse.zone_circle({ x = mg.button_x, y = mg.button_y, r = mg.button_size })
if (Input.select() or mouse_on_button) and mg.press_cooldown == 0 then
mg.button_pressed_timer = mg.button_press_duration mg.button_pressed_timer = mg.button_press_duration
mg.press_cooldown = mg.press_cooldown_duration mg.press_cooldown = mg.press_cooldown_duration
local target_left = mg.target_center - (mg.target_width / 2) local target_left = mg.target_center - (mg.target_width / 2)
@@ -144,14 +147,14 @@ function MinigameRhythmWindow.draw()
local target_left = mg.target_center - (mg.target_width / 2) local target_left = mg.target_center - (mg.target_width / 2)
local target_x = mg.bar_x + (target_left * mg.bar_width) local target_x = mg.bar_x + (target_left * mg.bar_width)
local target_width_pixels = mg.target_width * mg.bar_width local target_width_pixels = mg.target_width * mg.bar_width
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue) rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.orange)
local line_x = mg.bar_x + (mg.line_position * mg.bar_width) local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.light_blue)
Print.text_center( Print.text_center_contour(
"Sleep Norman ... Sleep!", "Sleep Norman ... Sleep!",
Config.screen.width / 2, Config.screen.width / 2,
mg.bar_y + mg.bar_height + 14, mg.bar_y + mg.bar_height + 14,
Config.colors.light_grey Config.colors.light_blue
) )
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then

View File

@@ -28,7 +28,7 @@ end
--- @within PopupWindow --- @within PopupWindow
function PopupWindow.update() function PopupWindow.update()
if Context.popup.show then if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then if Input.select() or Input.back() then
PopupWindow.hide() PopupWindow.hide()
end end
end end

View File

@@ -16,8 +16,8 @@ Window.register("game", GameWindow)
PopupWindow = {} PopupWindow = {}
Window.register("popup", PopupWindow) Window.register("popup", PopupWindow)
ConfigurationWindow = {} ControlsWindow = {}
Window.register("configuration", ConfigurationWindow) Window.register("controls", ControlsWindow)
AudioTestWindow = {} AudioTestWindow = {}
Window.register("audiotest", AudioTestWindow) Window.register("audiotest", AudioTestWindow)