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
View File

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

View File

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

View File

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

View File

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

View File

@@ -123,9 +123,13 @@ function Decision.draw(decisions, selected_decision_index)
local selected_decision = decisions[selected_decision_index]
local decision_label = Decision.get_label(selected_decision)
local text_y = bar_y + 4
Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text_center(decision_label, Config.screen.width / 2, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
local left_arrow_color = Input.left() and Config.colors.white or Config.colors.orange
local right_arrow_color = Input.right() and Config.colors.white or Config.colors.orange
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
@@ -134,6 +138,7 @@ end
--- @param decisions table A table of decision items.<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 boolean mouse_confirmed True if the user clicked the center to confirm.
function Decision.update(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
@@ -142,5 +147,22 @@ function Decision.update(decisions, selected_decision_index)
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
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

View File

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

View File

@@ -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?",
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 },
},
},
{

View File

@@ -93,7 +93,7 @@ function Ascension.draw(x, y, options)
else
color = lit_color
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

View File

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

View File

@@ -23,11 +23,12 @@ Context = {}
--- * 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_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()
return {
current_menu_item = 1,
test_mode = false,
mouse_trace = false,
popup = {
show = false,
content = {}
@@ -46,9 +47,10 @@ function Context.initial_data()
have_done_work_today = false,
should_ascend = false,
have_met_sumphore = false,
office_sprites = {},
walking_to_office_sprites = {},
game = {
current_screen = "home",
current_situation = nil,
},
day_count = 1,
delta_time = 0,
@@ -100,15 +102,15 @@ function Context.new_game()
MysteriousManScreen.start({
text = [[
Norman was never a bad
...
simulation engineer,
...
but
...
we need to be careful
...
letting him improve.
...
We need to distract him.
]],
on_text_complete = function()
@@ -123,7 +125,7 @@ function Context.new_game()
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Audio.music_play_room_work()
Meter.show()
Window.set_current("game")
end,

View File

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

View File

@@ -8,10 +8,11 @@ local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- 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_BM = Config.colors.black
Meter.COLOR_BM = Config.colors.red
Meter.COLOR_BG = Config.colors.meter_bg
Meter.COLOR_CONTOUR = Config.colors.white
--- Gets initial meter values.
--- @within Meter
@@ -126,16 +127,16 @@ function Meter.draw()
local m = Context.meters
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_x = 182
local label_x = 228
local line_h = 5
local start_y = 1
local edge = math.max(2, math.floor(screen_w * 0.03))
local bar_x = screen_w - bar_w - edge
local line_h = 3
local start_y = screen_h * 0.05
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
@@ -144,15 +145,16 @@ function Meter.draw()
for _, meter in ipairs(meter_list) do
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))
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)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
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
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

View File

@@ -12,8 +12,9 @@ function Minigame.draw_win_overlay(win_text)
local box_h = th + padding * 2
local box_x = (Config.screen.width - box_w) / 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)
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

View File

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

View File

@@ -8,7 +8,6 @@ local _screens = {}
--- @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.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.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.
@@ -16,9 +15,6 @@ function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
end
if not screen_data.situations then
screen_data.situations = {}
end
if not screen_data.init then
screen_data.init = function() end
end
@@ -43,7 +39,6 @@ end
--- * name (string) Display name.<br/>
--- * decisions (table) Array of decision ID strings.<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/>
--- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id)
@@ -58,7 +53,6 @@ end
--- * name (string) Display name of the screen.<br/>
--- * decisions (table) Array of decision ID strings available on this screen.<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/>
--- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all()

View File

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

View File

@@ -6,26 +6,45 @@ Screen.register({
"go_to_walking_to_home",
"have_a_coffee",
},
situations = {
"drink_coffee",
},
init = function()
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,
background = "office",
draw = function()
if Window.get_current_id() == "game" then
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_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)
Sprite.draw_list(Context.office_sprites)
end
Context.have_been_to_office = true
end
})

View File

@@ -16,7 +16,7 @@ Screen.register({
end,
update = function()
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()
Context.stat_screen_active = false
Meter.show()
@@ -36,13 +36,13 @@ Screen.register({
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 text_y = 24
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
end
@@ -56,26 +56,26 @@ Screen.register({
local meter_start_y = text_y + 10
local meter_list = {
{ key = "wpm", label = "Work Productivity Meter" },
{ key = "ism", label = "Impostor Syndrome Meter" },
{ key = "bm", label = "Burnout Meter" },
{ key = "wpm", label = "Work Productivity Meter", color = Meter.COLOR_WPM },
{ key = "ism", label = "Impostor Syndrome Meter", color = Meter.COLOR_ISM },
{ key = "bm", label = "Burnout Meter", color = Meter.COLOR_BM },
}
for i, meter in ipairs(meter_list) do
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 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)
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
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(mult_text, bar_x + bar_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_contour(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white)
end
if Ascension.get_level() > 0 then

View File

@@ -8,6 +8,28 @@ Screen.register({
},
init = function()
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,
background = "street",
draw = function()
@@ -16,10 +38,8 @@ Screen.register({
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 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_at("matrix_oraculum", 9 * 8, 12 * 8)
Sprite.draw_at("matrix_architect", 11 * 8, 11 * 8)
Sprite.draw_list(Context.walking_to_office_sprites)
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
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.
--- @within Sprite
--- @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_A = 4
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50
local INPUT_KEY_BACKSPACE = 51
--- Checks if Up is pressed.
--- @within Input
@@ -22,22 +21,12 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed.
--- @within Input
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.
--- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
--- Checks if Menu Confirm is pressed.
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) or Mouse.clicked() end
--- Checks if Back is pressed.
--- @within Input
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
--- Checks if Player Interact is pressed.
function Input.back() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Enter is pressed.
--- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or 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
function Input.enter() return keyp(INPUT_KEY_ENTER) end

View File

@@ -17,6 +17,7 @@ end
--- @within Main
function TIC()
init_game()
Mouse.update()
local now = time()
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
if color == shadow_color then shadow_color = Config.colors.light_grey end
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)
end
@@ -24,7 +46,23 @@ end
--- @param[opt] scale number The scaling factor.<br/>
function Print.text_center(text, x, y, color, fixed, scale)
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)
Print.text(text, centered_x, y, color, fixed, scale)
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
--- @param items table A table of menu items.<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.
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
Audio.sfx_beep()
selected_item = selected_item - 1
@@ -53,7 +57,25 @@ function UI.update_menu(items, selected_item)
selected_item = 1
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
--- 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] 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/>
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)
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
center_text = center_text or false
local r = 3
local padding = 4
local line_height = 8
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)
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
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
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
--- Wraps text.

View File

@@ -107,9 +107,9 @@ function AudioTestWindow.update()
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.menu_confirm() then
elseif Input.select() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
elseif Input.menu_back() then
elseif Input.back() then
AudioTestWindow.back()
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
function ContinuedWindow.update()
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")
MenuWindow.refresh_menu_items()
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,
Context.discussion.scroll_y,
Config.colors.white,
Config.colors.dark_grey,
Config.colors.black,
Config.colors.light_blue,
true
)
@@ -37,9 +37,13 @@ function DiscussionWindow.draw()
local selected = answers[Context.discussion.selected_answer]
local label = selected.label
local answer_text_y = bar_y + 4
Print.text("<", 2, answer_text_y, Config.colors.light_blue)
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, answer_text_y, Config.colors.light_blue)
local left_arrow_color = Input.left() and Config.colors.white or Config.colors.orange
local right_arrow_color = Input.right() and Config.colors.white or Config.colors.orange
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

View File

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

View File

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

View File

@@ -31,7 +31,7 @@ function BriefIntroWindow.update()
lines = lines + 1
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")
end
end

View File

@@ -30,7 +30,7 @@ end
--- @within TitleIntroWindow
function TitleIntroWindow.update()
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")
end
end

View File

@@ -27,13 +27,13 @@ function TTGIntroWindow.update()
TTGIntroWindow.glitch_started = true
end
-- Count menu_back presses during the intro
if Input.menu_back() then
-- Count enter presses during the intro
if Input.enter() then
TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1
end
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
if TTGIntroWindow.space_count == 3 then
Context.test_mode = true

View File

@@ -1,18 +1,62 @@
--- @section MenuWindow
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.
--- @within MenuWindow
function MenuWindow.draw()
local title = "Definitely not an Impostor"
if Context.test_mode then
title = title .. " (TEST MODE)"
MenuWindow.draw_header()
if _anim > 0 then
MenuWindow.draw_norman()
end
UI.draw_top_bar(title)
local menu_h = #_menu_items * 10
local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2
UI.draw_menu(_menu_items, Context.current_menu_item, 0, y, true)
local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2)
UI.draw_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false)
local ttg_text = "TTG"
local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false)
@@ -22,9 +66,32 @@ end
--- Updates the menu window logic.
--- @within MenuWindow
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]
if selected_item and selected_item.decision then
Audio.sfx_select()
@@ -64,11 +131,10 @@ function MenuWindow.exit()
exit()
end
--- Opens the configuration menu.
--- Opens the controls screen.
--- @within MenuWindow
function MenuWindow.configuration()
ConfigurationWindow.init()
GameWindow.set_state("configuration")
function MenuWindow.controls()
Window.set_current("controls")
end
--- Opens the audio test menu.
@@ -85,7 +151,7 @@ function MenuWindow.continued()
GameWindow.set_state("continued")
end
--- Opens the minigame ddr test menu.
--- Opens the DDR minigame test.
--- @within MenuWindow
function MenuWindow.ddr_test()
AudioTestWindow.init()
@@ -93,26 +159,34 @@ function MenuWindow.ddr_test()
MinigameDDRWindow.start("menu", "generated", { special_mode = "only_nothing" })
end
--- Refreshes menu items.
--- Refreshes the list of menu items based on current game state.
--- @within MenuWindow
function MenuWindow.refresh_menu_items()
_menu_items = {}
if Context.game_in_progress then
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
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 = "Configuration", decision = MenuWindow.configuration})
table.insert(_menu_items, {label = "Controls", decision = MenuWindow.controls})
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 = "DDR Test", decision = MenuWindow.ddr_test})
table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
end
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
_click_timer = 0
_anim = 0
end

View File

@@ -1,7 +1,44 @@
--- @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.
--- @witin MinigameDDRWindow
--- @within MinigameDDRWindow
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_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.
--- @within MinigameDDRWindow
--- @return result table The default DDR minigame configuration.
---@return MinigameDDRState
function MinigameDDRWindow.init_context()
local arrow_size = 12
local arrow_spacing = 30
@@ -33,7 +70,7 @@ function MinigameDDRWindow.init_context()
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_y = 120,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
@@ -60,25 +97,29 @@ function MinigameDDRWindow.init_context()
}
end
--- Builds song data (and optional generated pattern) for the minigame.
--- @within MinigameDDRWindow
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
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 special_mode == "only_special" then
for i, _ in ipairs(current_song.pattern) do
current_song.pattern[i].special = (i % 5 == 0)
end
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
return current_song
return current_song
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)
local special_mode = game_context.special_mode
@@ -109,13 +150,15 @@ function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context)
end
end
--- Ends the minigame: win timer, sfx, and special-mode pass/fail bookkeeping.
--- @within MinigameDDRWindow
function MinigameDDRWindow.on_end(game_context)
Audio.sfx_select()
game_context.win_timer = Config.timing.minigame_win_duration
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
num_special = num_special + ((v.dir == "left" and 1) or 0)
else
@@ -123,12 +166,9 @@ function MinigameDDRWindow.on_end(game_context)
end
end
local sm = game_context.special_mode
local was_ok = true
if game_context.special_mode == "normal" 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
if sm == "normal" or sm == "only_special" or sm == "only_left" then
was_ok = game_context.special_mode_counter == num_special
end
@@ -192,12 +232,14 @@ end
local function spawn_arrow()
trace("random arrow")
---@type MinigameDDRState
local mg = Context.minigame_ddr
local y0 = mg.bar_y + mg.bar_height + 10
local target = mg.target_arrows[math.random(1, 4)]
table.insert(mg.arrows, {
dir = target.dir,
x = target.x,
y = mg.bar_y + mg.bar_height + 10
y = y0
})
end
@@ -205,13 +247,15 @@ end
--- @within MinigameDDRWindow
--- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction, note, special)
---@type MinigameDDRState
local mg = Context.minigame_ddr
local y0 = mg.bar_y + mg.bar_height + 10
for _, target in ipairs(mg.target_arrows) do
if target.dir == direction then
table.insert(mg.arrows, {
dir = direction,
x = target.x,
y = mg.bar_y + mg.bar_height + 10,
y = y0,
note = note,
special = special
})
@@ -225,6 +269,7 @@ end
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow)
---@type MinigameDDRState
local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y)
return distance <= mg.hit_threshold
@@ -235,34 +280,53 @@ end
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow)
---@type MinigameDDRState
local mg = Context.minigame_ddr
return arrow.y > mg.target_y + mg.hit_threshold
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
--- @param x number The x-coordinate.
--- @param y number The y-coordinate.
--- @param direction string The direction of the arrow.
--- @param color number The color of the arrow.
local function draw_arrow(x, y, direction, color)
local size = 12
local size = 14
local half = size / 2
if direction == "left" then
tri(x + half, y, x, y + half, x + half, y + size, color)
rectb(x + half, y + half - 2, half, 4, color)
elseif direction == "right" then
tri(x + half, y, x + size, y + half, x + half, y + size, color)
rectb(x, y + half - 2, half, 4, color)
elseif direction == "up" then
tri(x, y + half, x + half, y, x + size, y + half, color)
rectb(x + half - 2, y + half, 4, half, color)
elseif direction == "down" then
tri(x, y + half, x + half, y + size, x + size, y + half, color)
rectb(x + half - 2, y, 4, half, color)
end
local pivot_x, pivot_y = x + half, y + half
local steps = arrow_rotations[direction] or 0
local head_left_x, head_left_y = rotate(x, y + half, pivot_x, pivot_y, steps)
local head_tip_x, head_tip_y = rotate(x + half, y + size, pivot_x, pivot_y, steps)
local head_right_x, head_right_y = rotate(x + size, y + half, pivot_x, pivot_y, steps)
tri(head_left_x, head_left_y,
head_tip_x, head_tip_y,
head_right_x, head_right_y, color)
local stem_top_x, stem_top_y = rotate(x + half - 3, y, pivot_x, pivot_y, steps)
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
--- Updates DDR minigame logic.
--- @within MinigameDDRWindow
function MinigameDDRWindow.update()
@@ -323,10 +387,7 @@ function MinigameDDRWindow.update()
arrow.y = arrow.y + mg.arrow_fall_speed
if check_miss(arrow) then
table.insert(arrows_to_remove, i)
mg.bar_fill = mg.bar_fill - mg.miss_penalty
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
mg.bar_fill = math.max(0, mg.bar_fill - mg.miss_penalty)
mg.total_misses = mg.total_misses + 1
end
end
@@ -355,6 +416,12 @@ function MinigameDDRWindow.update()
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
if pressed and mg.input_cooldowns[dir] == 0 then
mg.input_cooldowns[dir] = mg.input_cooldown_duration
@@ -364,20 +431,14 @@ function MinigameDDRWindow.update()
if arrow.dir == dir and check_hit(arrow) then
MinigameDDRWindow.on_arrow_hit_special(arrow, mg)
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
end
mg.bar_fill = math.min(mg.max_fill, mg.bar_fill + mg.fill_per_hit)
table.remove(mg.arrows, i)
hit = true
break
end
end
if not hit then
mg.bar_fill = mg.bar_fill - 2
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
mg.bar_fill = math.max(0, mg.bar_fill - 2)
mg.total_misses = mg.total_misses + 1
end
end
@@ -387,6 +448,7 @@ end
--- Draws DDR minigame.
--- @within MinigameDDRWindow
function MinigameDDRWindow.draw()
---@type MinigameDDRState|nil
local mg = Context.minigame_ddr
if not mg then
cls(0)
@@ -414,8 +476,6 @@ function MinigameDDRWindow.draw()
end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
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
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
@@ -429,7 +489,7 @@ function MinigameDDRWindow.draw()
draw_arrow(arrow.x, arrow.y, arrow.dir, arrow_color)
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
if mg.debug_status then
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
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end
if mg.win_timer > 0 then
if mg.special_mode_condition then
Minigame.draw_win_overlay("SUCCESS...?")
elseif mg.total_hits < 10 then
Minigame.draw_win_overlay("MEH...")
else
Minigame.draw_win_overlay()
if mg.win_timer > 0 then
if mg.special_mode_condition then
Minigame.draw_win_overlay("SUCCESS...?")
elseif mg.total_hits < 10 then
Minigame.draw_win_overlay("MEH...")
else
Minigame.draw_win_overlay()
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[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameButtonMashWindow.start(return_window, params)
Audio.music_stop()
MinigameButtonMashWindow.init(params)
local mg = Context.minigame_button_mash
mg.return_window = return_window or "game"
@@ -83,7 +84,9 @@ function MinigameButtonMashWindow.update()
return
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()
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)
end
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
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)

View File

@@ -53,6 +53,7 @@ end
--- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameRhythmWindow.start(return_window, params)
Audio.music_stop()
MinigameRhythmWindow.init(params)
local mg = Context.minigame_rhythm
mg.return_window = return_window or "game"
@@ -95,7 +96,9 @@ function MinigameRhythmWindow.update()
if mg.press_cooldown > 0 then
mg.press_cooldown = mg.press_cooldown - 1
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.press_cooldown = mg.press_cooldown_duration
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_x = mg.bar_x + (target_left * 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)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
Print.text_center(
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.light_blue)
Print.text_center_contour(
"Sleep Norman ... Sleep!",
Config.screen.width / 2,
mg.bar_y + mg.bar_height + 14,
Config.colors.light_grey
Config.colors.light_blue
)
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then

View File

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

View File

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