feature/background-manager #6
@@ -1,9 +1,5 @@
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DesitionManager = {}
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local _desitions = {}
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local _desitions = {} -- Private table to store all desitions
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-- Registers a decision object with the manager
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-- desition: A table containing id, label, handle(), and condition()
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function DesitionManager.register(desition)
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function DesitionManager.register(desition)
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if not desition or not desition.id then
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if not desition or not desition.id then
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PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
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PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
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@@ -14,7 +10,6 @@ function DesitionManager.register(desition)
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return
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return
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end
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end
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-- Ensure handle() and condition() methods exist with defaults if missing
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if not desition.condition then
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if not desition.condition then
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desition.condition = function() return true end
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desition.condition = function() return true end
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end
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end
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@@ -22,20 +17,15 @@ function DesitionManager.register(desition)
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desition.handle = function() end
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desition.handle = function() end
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end
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end
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if _desitions[desition.id] then
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if _desitions[desition.id] then
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-- Optional: warning if overwriting an existing desition
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trace("Warning: Overwriting desition with id: " .. desition.id)
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trace("Warning: Overwriting desition with id: " .. desition.id)
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end
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end
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_desitions[desition.id] = desition
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_desitions[desition.id] = desition
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end
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end
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-- Retrieves a desition by its id
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-- id: unique string identifier of the desition
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-- Returns the desition object, or nil if not found
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function DesitionManager.get(id)
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function DesitionManager.get(id)
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return _desitions[id]
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return _desitions[id]
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end
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end
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-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
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function DesitionManager.get_all()
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function DesitionManager.get_all()
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return _desitions
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return _desitions
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end
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end
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@@ -8,7 +8,7 @@ local DEFAULT_CONFIG = {
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light_grey = 13,
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light_grey = 13,
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dark_grey = 14,
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dark_grey = 14,
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green = 6,
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green = 6,
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item = 12 -- yellow
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item = 12
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},
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},
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player = {
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player = {
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sprite_id = 1
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sprite_id = 1
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@@ -19,7 +19,6 @@ local DEFAULT_CONFIG = {
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}
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}
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local Config = {
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local Config = {
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-- Copy default values initially
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screen = DEFAULT_CONFIG.screen,
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screen = DEFAULT_CONFIG.screen,
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colors = DEFAULT_CONFIG.colors,
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colors = DEFAULT_CONFIG.colors,
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player = DEFAULT_CONFIG.player,
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player = DEFAULT_CONFIG.player,
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@@ -28,28 +27,23 @@ local Config = {
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local CONFIG_SAVE_BANK = 7
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local CONFIG_SAVE_BANK = 7
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local CONFIG_MAGIC_VALUE_ADDRESS = 2
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local CONFIG_MAGIC_VALUE_ADDRESS = 2
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local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
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local CONFIG_SPLASH_DURATION_ADDRESS = 3
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local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
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local CONFIG_MAGIC_VALUE = 0xDE
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function Config.save()
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function Config.save()
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mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
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mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
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--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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end
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end
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function Config.load()
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function Config.load()
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if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
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if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
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-- Config has been saved, load values
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Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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else
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else
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-- No saved config, restore defaults
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Config.restore_defaults()
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Config.restore_defaults()
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end
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end
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end
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end
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function Config.restore_defaults()
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function Config.restore_defaults()
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Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
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Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
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-- Any other configurable items should be reset here
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end
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end
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-- Load configuration on startup
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Config.load()
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Config.load()
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@@ -4,20 +4,6 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
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local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
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local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
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-- Helper for deep copying tables
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-- local function clone_table(t)
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-- local copy = {}
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-- for k, v in pairs(t) do
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-- if type(v) == "table" then
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-- copy[k] = clone_table(v)
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-- else
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-- copy[k] = v
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-- end
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-- end
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-- return copy
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-- end
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-- This function returns a table containing only the initial *data* for Context
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local function get_initial_data()
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local function get_initial_data()
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return {
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return {
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active_window = WINDOW_SPLASH,
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active_window = WINDOW_SPLASH,
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@@ -38,9 +24,9 @@ on than meets the eye.]]
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},
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},
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current_screen = 1,
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current_screen = 1,
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splash_timer = Config.timing.splash_duration,
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splash_timer = Config.timing.splash_duration,
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popup = { -- New popup table
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popup = {
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show = false,
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show = false,
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content = {} -- Array of strings
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content = {}
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},
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},
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player = {
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player = {
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sprite_id = Config.player.sprite_id
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sprite_id = Config.player.sprite_id
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@@ -53,9 +39,9 @@ on than meets the eye.]]
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},
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},
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menu_items = {},
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menu_items = {},
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selected_menu_item = 1,
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selected_menu_item = 1,
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selected_desition_index = 1, -- New desition index
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selected_desition_index = 1,
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game_in_progress = false, -- New flag
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game_in_progress = false,
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screens = {} -- Initialize as empty, populated on reset
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screens = {}
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}
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}
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end
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end
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@@ -64,39 +50,30 @@ Context = {}
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local function reset_context_to_initial_state()
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local function reset_context_to_initial_state()
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local initial_data = get_initial_data()
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local initial_data = get_initial_data()
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-- Clear existing data properties from Context (but not methods)
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for k in pairs(Context) do
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for k in pairs(Context) do
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if type(Context[k]) ~= "function" then -- Only clear data, leave functions
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if type(Context[k]) ~= "function" then Context[k] = nil
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Context[k] = nil
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end
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end
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end
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end
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-- Copy all initial data properties into Context
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for k, v in pairs(initial_data) do
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for k, v in pairs(initial_data) do
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Context[k] = v
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Context[k] = v
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end
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end
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-- Populate Context.screens from ScreenManager, ensuring indexed array
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Context.screens = {}
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Context.screens = {}
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Context.screen_indices_by_id = {} -- Renamed for clarity, stores index
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Context.screen_indices_by_id = {}
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-- The screen order needs to be explicit to ensure consistent numerical indices
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local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
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local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
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for i, screen_id in ipairs(screen_order) do
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for i, screen_id in ipairs(screen_order) do
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local screen_data = ScreenManager.get_by_id(screen_id)
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local screen_data = ScreenManager.get_by_id(screen_id)
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if screen_data then
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if screen_data then
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table.insert(Context.screens, screen_data)
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table.insert(Context.screens, screen_data)
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Context.screen_indices_by_id[screen_id] = i -- Store index
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Context.screen_indices_by_id[screen_id] = i else
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else
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-- Handle error if a screen is not registered
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PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
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PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
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end
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end
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end
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end
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end
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end
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-- Initially populate Context with data
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reset_context_to_initial_state()
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reset_context_to_initial_state()
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-- Now define the methods for Context
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function Context.new_game()
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function Context.new_game()
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reset_context_to_initial_state()
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reset_context_to_initial_state()
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Context.game_in_progress = true
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Context.game_in_progress = true
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@@ -112,13 +89,11 @@ end
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function Context.load_game()
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function Context.load_game()
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if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
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if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
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-- No saved game found, start a new one
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Context.new_game()
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Context.new_game()
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return
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return
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end
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end
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reset_context_to_initial_state() -- Reset data, preserve methods
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reset_context_to_initial_state()
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Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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Context.game_in_progress = true
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Context.game_in_progress = true
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@@ -7,4 +7,4 @@ local WINDOW_CONFIGURATION = 7
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local WINDOW_MINIGAME_BUTTON_MASH = 8
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local WINDOW_MINIGAME_BUTTON_MASH = 8
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local WINDOW_MINIGAME_RHYTHM = 9
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local WINDOW_MINIGAME_RHYTHM = 9
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local WINDOW_MINIGAME_DDR = 10
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local WINDOW_MINIGAME_DDR = 10
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local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol
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local WINDOW_AUDIOTEST = 9001
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@@ -1,5 +1,3 @@
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MapManager = {}
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local _maps = {}
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local _maps = {}
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function MapManager.get_maps_array()
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function MapManager.get_maps_array()
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@@ -10,7 +10,6 @@ end
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function ScreenManager.register(screen_data)
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function ScreenManager.register(screen_data)
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if _screens[screen_data.id] then
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if _screens[screen_data.id] then
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-- Optional: warning if overwriting an existing screen
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trace("Warning: Overwriting screen with id: " .. screen_data.id)
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trace("Warning: Overwriting screen with id: " .. screen_data.id)
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end
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end
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_screens[screen_data.id] = screen_data
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_screens[screen_data.id] = screen_data
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@@ -1,5 +1,3 @@
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-- Audio subsystem
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function Audio.music_stop() music() end
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function Audio.music_stop() music() end
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function Audio.music_play_mainmenu() end
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function Audio.music_play_mainmenu() end
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function Audio.music_play_wakingup() end
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function Audio.music_play_wakingup() end
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@@ -1,14 +1,8 @@
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-- Gamepad buttons
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local INPUT_KEY_UP = 0
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local INPUT_KEY_UP = 0
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local INPUT_KEY_DOWN = 1
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local INPUT_KEY_DOWN = 1
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local INPUT_KEY_LEFT = 2
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local INPUT_KEY_LEFT = 2
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local INPUT_KEY_RIGHT = 3
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local INPUT_KEY_RIGHT = 3
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local INPUT_KEY_A = 4 -- Z key
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local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
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local INPUT_KEY_B = 5 -- X key
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local INPUT_KEY_Y = 7 -- S key
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-- Keyboard keys
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-- TODO: Find correct key codes for SPACE and LCTRL
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local INPUT_KEY_SPACE = 48
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local INPUT_KEY_SPACE = 48
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local INPUT_KEY_BACKSPACE = 51
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local INPUT_KEY_BACKSPACE = 51
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local INPUT_KEY_ENTER = 50
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local INPUT_KEY_ENTER = 50
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@@ -19,6 +13,5 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
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function Input.right() return btnp(INPUT_KEY_RIGHT) end
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function Input.right() return btnp(INPUT_KEY_RIGHT) end
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function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
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function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
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function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
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function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
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function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
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function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
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function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
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function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
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function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
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@@ -88,23 +88,13 @@ function UI.draw_desition_selector(desitions, selected_desition_index)
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local bar_height = 16
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local bar_height = 16
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local bar_y = Config.screen.height - bar_height
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local bar_y = Config.screen.height - bar_height
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rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
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rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
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if #desitions > 0 then
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if #desitions > 0 then
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local selected_desition = desitions[selected_desition_index]
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local selected_desition = desitions[selected_desition_index]
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local desition_label = selected_desition.label
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local desition_label = selected_desition.label
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local text_width = #desition_label * 4 -- Assuming 4 pixels per char
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local text_width = #desition_label * 4 local text_y = bar_y + 4
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local text_y = bar_y + 4
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-- Center the decision label
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local text_x = (Config.screen.width - text_width) / 2
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local text_x = (Config.screen.width - text_width) / 2
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-- Draw left arrow at the far left
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Print.text("<", 2, text_y, Config.colors.green)
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Print.text("<", 2, text_y, Config.colors.green)
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-- Draw selected desition label
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Print.text(desition_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
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Print.text(desition_label, text_x, text_y, Config.colors.item) -- Highlight color
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-- Draw right arrow at the far right
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Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) -- 6 = 2 (right margin) + 4 (char width)
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end
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end
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end
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function UI.update_desition_selector(desitions, selected_desition_index)
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function UI.update_desition_selector(desitions, selected_desition_index)
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@@ -8,8 +8,7 @@ function Util.go_to_screen_by_id(screen_id)
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local screen_index = Context.screen_indices_by_id[screen_id]
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local screen_index = Context.screen_indices_by_id[screen_id]
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if screen_index then
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if screen_index then
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Context.current_screen = screen_index
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Context.current_screen = screen_index
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Context.selected_desition_index = 1 -- Reset selected decision on new screen
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Context.selected_desition_index = 1 else
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else
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PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
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PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
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end
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end
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end
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end
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@@ -19,11 +19,9 @@ end
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function ConfigurationWindow.draw()
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function ConfigurationWindow.draw()
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UI.draw_top_bar("Configuration")
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UI.draw_top_bar("Configuration")
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local x_start = 10 -- Left margin for labels
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local x_start = 10 local y_start = 40
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local y_start = 40
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local x_value_right_align = Config.screen.width - 10
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local x_value_right_align = Config.screen.width - 10 -- Right margin for values
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local char_width = 4
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local char_width = 4 -- Approximate character width for default font
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for i, control in ipairs(ConfigurationWindow.controls) do
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for i, control in ipairs(ConfigurationWindow.controls) do
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local current_y = y_start + (i - 1) * 12
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local current_y = y_start + (i - 1) * 12
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local color = Config.colors.green
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local color = Config.colors.green
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@@ -32,16 +30,13 @@ function ConfigurationWindow.draw()
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local label_text = control.label
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local label_text = control.label
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local value_text = string.format(control.format, value)
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local value_text = string.format(control.format, value)
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-- Calculate x position for right-aligned value
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local value_x = x_value_right_align - (#value_text * char_width)
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local value_x = x_value_right_align - (#value_text * char_width)
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|
|
||||||
if i == ConfigurationWindow.selected_control then
|
if i == ConfigurationWindow.selected_control then
|
||||||
color = Config.colors.item
|
color = Config.colors.item
|
||||||
Print.text("<", x_start -8, current_y, color)
|
Print.text("<", x_start -8, current_y, color)
|
||||||
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
|
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, 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(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
|
|
||||||
else
|
|
||||||
Print.text(label_text, x_start, current_y, color)
|
Print.text(label_text, x_start, current_y, color)
|
||||||
Print.text(value_text, value_x, current_y, color)
|
Print.text(value_text, value_x, current_y, color)
|
||||||
end
|
end
|
||||||
@@ -82,11 +77,9 @@ function ConfigurationWindow.update()
|
|||||||
if control then
|
if control then
|
||||||
if control.type == "numeric_stepper" then
|
if control.type == "numeric_stepper" then
|
||||||
local current_value = control.get()
|
local current_value = control.get()
|
||||||
if btnp(2) then -- Left
|
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
|
||||||
local new_value = math.max(control.min, current_value - control.step)
|
|
||||||
control.set(new_value)
|
control.set(new_value)
|
||||||
elseif btnp(3) then -- Right
|
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
|
||||||
local new_value = math.min(control.max, current_value + control.step)
|
|
||||||
control.set(new_value)
|
control.set(new_value)
|
||||||
end
|
end
|
||||||
elseif control.type == "desition_item" then
|
elseif control.type == "desition_item" then
|
||||||
|
|||||||
@@ -10,7 +10,6 @@ function GameWindow.draw()
|
|||||||
table.insert(available_desitions, desition)
|
table.insert(available_desitions, desition)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- If no available desitions, display nothing or a message
|
|
||||||
if #available_desitions > 0 then
|
if #available_desitions > 0 then
|
||||||
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
|
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
|
||||||
end
|
end
|
||||||
@@ -24,51 +23,41 @@ function GameWindow.update()
|
|||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Handle screen changing using up/down
|
|
||||||
if Input.up() then
|
if Input.up() then
|
||||||
Context.current_screen = Context.current_screen - 1
|
Context.current_screen = Context.current_screen - 1
|
||||||
if Context.current_screen < 1 then
|
if Context.current_screen < 1 then
|
||||||
Context.current_screen = #Context.screens
|
Context.current_screen = #Context.screens
|
||||||
end
|
end
|
||||||
Context.selected_desition_index = 1 -- Reset selected decision on screen change
|
Context.selected_desition_index = 1 elseif Input.down() then
|
||||||
elseif Input.down() then
|
|
||||||
Context.current_screen = Context.current_screen + 1
|
Context.current_screen = Context.current_screen + 1
|
||||||
if Context.current_screen > #Context.screens then
|
if Context.current_screen > #Context.screens then
|
||||||
Context.current_screen = 1
|
Context.current_screen = 1
|
||||||
end
|
end
|
||||||
Context.selected_desition_index = 1 -- Reset selected decision on screen change
|
Context.selected_desition_index = 1 end
|
||||||
end
|
|
||||||
|
|
||||||
local screen = Context.screens[Context.current_screen]
|
local screen = Context.screens[Context.current_screen]
|
||||||
if screen and screen.decisions and #screen.decisions > 0 then
|
if screen and screen.decisions and #screen.decisions > 0 then
|
||||||
local available_desitions = {}
|
local available_desitions = {}
|
||||||
for _, desition_id in ipairs(screen.decisions) do
|
for _, desition_id in ipairs(screen.decisions) do
|
||||||
local desition = DesitionManager.get(desition_id)
|
local desition = DesitionManager.get(desition_id)
|
||||||
if desition and desition.condition() then -- Check condition directly
|
if desition and desition.condition() then table.insert(available_desitions, desition)
|
||||||
table.insert(available_desitions, desition)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- If no available desitions, we can't update or execute
|
|
||||||
if #available_desitions == 0 then return end
|
if #available_desitions == 0 then return end
|
||||||
|
|
||||||
-- Update selected decision using left/right inputs
|
|
||||||
local new_selected_desition_index = UI.update_desition_selector(
|
local new_selected_desition_index = UI.update_desition_selector(
|
||||||
available_desitions,
|
available_desitions,
|
||||||
Context.selected_desition_index
|
Context.selected_desition_index
|
||||||
)
|
)
|
||||||
|
|
||||||
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
|
|
||||||
if new_selected_desition_index ~= Context.selected_desition_index then
|
if new_selected_desition_index ~= Context.selected_desition_index then
|
||||||
Context.selected_desition_index = new_selected_desition_index
|
Context.selected_desition_index = new_selected_desition_index
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Execute selected decision on Input.select()
|
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
local selected_desition = available_desitions[Context.selected_desition_index]
|
local selected_desition = available_desitions[Context.selected_desition_index]
|
||||||
if selected_desition and selected_desition.handle then -- Call handle directly
|
if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
|
||||||
Audio.sfx_select() -- Play sound for selection
|
|
||||||
selected_desition.handle()
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -76,5 +65,4 @@ end
|
|||||||
|
|
||||||
function GameWindow.set_state(new_state)
|
function GameWindow.set_state(new_state)
|
||||||
Context.active_window = new_state
|
Context.active_window = new_state
|
||||||
-- Add any state-specific initialization/cleanup here later if needed
|
|
||||||
end
|
end
|
||||||
@@ -1,23 +1,20 @@
|
|||||||
function IntroWindow.draw()
|
function IntroWindow.draw()
|
||||||
local x = (Config.screen.width - 132) / 2 -- Centered text
|
local x = (Config.screen.width - 132) / 2
|
||||||
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
||||||
end
|
end
|
||||||
|
|
||||||
function IntroWindow.update()
|
function IntroWindow.update()
|
||||||
Context.intro.y = Context.intro.y - Context.intro.speed
|
Context.intro.y = Context.intro.y - Context.intro.speed
|
||||||
|
|
||||||
-- Count lines in intro text to determine when scrolling is done
|
|
||||||
local lines = 1
|
local lines = 1
|
||||||
for _ in string.gmatch(Context.intro.text, "\n") do
|
for _ in string.gmatch(Context.intro.text, "\n") do
|
||||||
lines = lines + 1
|
lines = lines + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
-- When text is off-screen, go to menu
|
|
||||||
if Context.intro.y < -lines * 8 then
|
if Context.intro.y < -lines * 8 then
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Skip intro by pressing A
|
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -16,18 +16,15 @@ function MenuWindow.update()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function MenuWindow.new_game()
|
function MenuWindow.new_game()
|
||||||
Context.new_game() -- This function will be created in Context
|
Context.new_game() GameWindow.set_state(WINDOW_GAME)
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function MenuWindow.load_game()
|
function MenuWindow.load_game()
|
||||||
Context.load_game() -- This function will be created in Context
|
Context.load_game() GameWindow.set_state(WINDOW_GAME)
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function MenuWindow.save_game()
|
function MenuWindow.save_game()
|
||||||
Context.save_game() -- This function will be created in Context
|
Context.save_game() end
|
||||||
end
|
|
||||||
|
|
||||||
function MenuWindow.resume_game()
|
function MenuWindow.resume_game()
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
@@ -48,8 +45,7 @@ function MenuWindow.audio_test()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function MenuWindow.refresh_menu_items()
|
function MenuWindow.refresh_menu_items()
|
||||||
Context.menu_items = {} -- Start with an empty table
|
Context.menu_items = {}
|
||||||
|
|
||||||
if Context.game_in_progress then
|
if Context.game_in_progress then
|
||||||
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
|
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
|
||||||
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
|
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
|
||||||
@@ -61,5 +57,4 @@ function MenuWindow.refresh_menu_items()
|
|||||||
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
|
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
|
||||||
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
|
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
|
||||||
|
|
||||||
Context.selected_menu_item = 1 -- Reset selection after refreshing
|
Context.selected_menu_item = 1 end
|
||||||
end
|
|
||||||
|
|||||||
@@ -1,28 +1,21 @@
|
|||||||
-- Simplified PopupWindow module
|
|
||||||
local POPUP_X = 40
|
local POPUP_X = 40
|
||||||
local POPUP_Y = 40
|
local POPUP_Y = 40
|
||||||
local POPUP_WIDTH = 160
|
local POPUP_WIDTH = 160
|
||||||
local POPUP_HEIGHT = 80
|
local POPUP_HEIGHT = 80
|
||||||
local TEXT_MARGIN_X = POPUP_X + 10
|
local TEXT_MARGIN_X = POPUP_X + 10
|
||||||
local TEXT_MARGIN_Y = POPUP_Y + 10
|
local TEXT_MARGIN_Y = POPUP_Y + 10
|
||||||
local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
|
local LINE_HEIGHT = 8
|
||||||
|
|
||||||
function PopupWindow.show(content_strings)
|
function PopupWindow.show(content_strings)
|
||||||
Context.popup.show = true
|
Context.popup.show = true
|
||||||
Context.popup.content = content_strings or {} -- Ensure it's a table
|
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
|
||||||
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
|
|
||||||
end
|
|
||||||
|
|
||||||
function PopupWindow.hide()
|
function PopupWindow.hide()
|
||||||
Context.popup.show = false
|
Context.popup.show = false
|
||||||
Context.popup.content = {} -- Clear content
|
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
|
||||||
GameWindow.set_state(WINDOW_GAME) -- Return to game window
|
|
||||||
end
|
|
||||||
|
|
||||||
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 -- Allow either A or B to close
|
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
|
||||||
PopupWindow.hide()
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -38,7 +31,6 @@ function PopupWindow.draw()
|
|||||||
current_y = current_y + LINE_HEIGHT
|
current_y = current_y + LINE_HEIGHT
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Instruction to close
|
|
||||||
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
|
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user