feat/imp-28-context-minigame-meter-table #7
@@ -3,7 +3,7 @@
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globals = {
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"Util",
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"DesitionManager",
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"DecisionManager",
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"ScreenManager",
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"UI",
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"Print",
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19
impostor.inc
19
impostor.inc
@@ -1,17 +1,18 @@
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meta/meta.header.lua
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init/init.modules.lua
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init/init.config.lua
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init/init.minigames.lua
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system/system.util.lua
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init/init.windows.lua
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desition/desition.manager.lua
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desition/desition.go_to_home.lua
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desition/desition.go_to_toilet.lua
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desition/desition.go_to_walking_to_office.lua
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desition/desition.go_to_office.lua
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desition/desition.go_to_walking_to_home.lua
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desition/desition.play_button_mash.lua
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desition/desition.play_rhythm.lua
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desition/desition.play_ddr.lua
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decision/decision.manager.lua
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decision/decision.go_to_home.lua
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decision/decision.go_to_toilet.lua
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decision/decision.go_to_walking_to_office.lua
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decision/decision.go_to_office.lua
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decision/decision.go_to_walking_to_home.lua
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decision/decision.play_button_mash.lua
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decision/decision.play_rhythm.lua
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decision/decision.play_ddr.lua
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map/map.manager.lua
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map/map.bedroom.lua
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screen/screen.manager.lua
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@@ -1,4 +1,4 @@
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DesitionManager.register({
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DecisionManager.register({
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id = "go_to_home",
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label = "Go to Home",
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handle = function()
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@@ -1,4 +1,4 @@
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DesitionManager.register({
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DecisionManager.register({
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id = "go_to_office",
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label = "Go to Office",
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handle = function()
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@@ -1,4 +1,4 @@
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DesitionManager.register({
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DecisionManager.register({
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id = "go_to_toilet",
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label = "Go to Toilet",
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handle = function()
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@@ -1,4 +1,4 @@
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DesitionManager.register({
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DecisionManager.register({
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id = "go_to_walking_to_home",
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label = "Walking to home",
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handle = function()
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@@ -1,4 +1,4 @@
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DesitionManager.register({
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DecisionManager.register({
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id = "go_to_walking_to_office",
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label = "Walking to office",
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handle = function()
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31
inc/decision/decision.manager.lua
Normal file
31
inc/decision/decision.manager.lua
Normal file
@@ -0,0 +1,31 @@
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local _decisions = {}
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function DecisionManager.register(decision)
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if not decision or not decision.id then
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PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
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return
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end
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if not decision.label then
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PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
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return
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end
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if not decision.condition then
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decision.condition = function() return true end
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end
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if not decision.handle then
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decision.handle = function() end
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end
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if _decisions[decision.id] then
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trace("Warning: Overwriting decision with id: " .. decision.id)
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end
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_decisions[decision.id] = decision
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end
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function DecisionManager.get(id)
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return _decisions[id]
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end
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function DecisionManager.get_all()
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return _decisions
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end
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@@ -1,4 +1,4 @@
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DesitionManager.register({
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DecisionManager.register({
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id = "play_button_mash",
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label = "Play Button Mash",
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handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
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@@ -1,4 +1,4 @@
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DesitionManager.register({
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DecisionManager.register({
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id = "play_ddr",
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label = "Play DDR (Random)",
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handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
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@@ -1,4 +1,4 @@
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DesitionManager.register({
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DecisionManager.register({
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id = "play_rhythm",
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label = "Play Rhythm Game",
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handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
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@@ -1,31 +0,0 @@
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local _desitions = {}
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function DesitionManager.register(desition)
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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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return
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end
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if not desition.label then
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PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
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return
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end
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if not desition.condition then
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desition.condition = function() return true end
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end
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if not desition.handle then
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desition.handle = function() end
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end
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if _desitions[desition.id] then
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trace("Warning: Overwriting desition with id: " .. desition.id)
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end
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_desitions[desition.id] = desition
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end
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function DesitionManager.get(id)
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return _desitions[id]
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end
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function DesitionManager.get_all()
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return _desitions
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end
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@@ -39,9 +39,12 @@ on than meets the eye.]]
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},
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menu_items = {},
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selected_menu_item = 1,
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selected_desition_index = 1,
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selected_decision_index = 1,
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game_in_progress = false,
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screens = {}
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screens = {},
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minigame_ddr = Minigames.get_default_ddr(),
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minigame_button_mash = Minigames.get_default_button_mash(),
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minigame_rhythm = Minigames.get_default_rhythm()
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}
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end
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@@ -66,7 +69,8 @@ local function reset_context_to_initial_state()
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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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table.insert(Context.screens, screen_data)
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Context.screen_indices_by_id[screen_id] = i else
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Context.screen_indices_by_id[screen_id] = i
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else
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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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@@ -9,7 +9,8 @@ local MinigameButtonMashWindow = {}
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local MinigameRhythmWindow = {}
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local MinigameDDRWindow = {}
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Util = {}
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DesitionManager = {}
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Minigames = {}
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DecisionManager = {}
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ScreenManager = {}
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MapManager = {}
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UI = {}
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@@ -84,26 +84,26 @@ function UI.create_action_item(label, action)
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}
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end
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function UI.draw_desition_selector(desitions, selected_desition_index)
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function UI.draw_decision_selector(decisions, selected_decision_index)
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local bar_height = 16
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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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if #desitions > 0 then
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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 text_width = #desition_label * 4 local text_y = bar_y + 4
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if #decisions > 0 then
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local selected_decision = decisions[selected_decision_index]
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local decision_label = selected_decision.label
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local text_width = #decision_label * 4 local text_y = bar_y + 4
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local text_x = (Config.screen.width - text_width) / 2
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Print.text("<", 2, text_y, Config.colors.green)
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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(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) 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_decision_selector(decisions, selected_decision_index)
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if Input.left() then
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Audio.sfx_beep()
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selected_desition_index = Util.safeindex(desitions, selected_desition_index - 1)
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selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
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elseif Input.right() then
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Audio.sfx_beep()
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selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
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selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
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end
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return selected_desition_index
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return selected_decision_index
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end
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@@ -8,7 +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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if screen_index then
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Context.current_screen = screen_index
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Context.selected_desition_index = 1 else
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Context.selected_decision_index = 1 else
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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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@@ -10,7 +10,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
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return {
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{
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label = "Play music/sound: " .. (list_func[index_func] or "?"),
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desition = function()
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decision = function()
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local current_func = Audio[list_func[index_func]]
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if current_func then
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current_func()
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@@ -21,13 +21,13 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
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},
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{
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label = "Stop playing music",
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desition = function()
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decision = function()
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Audio.music_stop()
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end
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},
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{
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label = "Back",
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desition = function()
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decision = function()
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AudioTestWindow.back()
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end
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},
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@@ -90,7 +90,7 @@ function AudioTestWindow.update()
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AudioTestWindow.list_func, AudioTestWindow.index_func
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)
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elseif Input.menu_confirm() then
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AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
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AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
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elseif Input.menu_back() then
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AudioTestWindow.back()
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end
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@@ -5,11 +5,11 @@ ConfigurationWindow = {
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function ConfigurationWindow.init()
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ConfigurationWindow.controls = {
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UI.create_desition_item(
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UI.create_decision_item(
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"Save",
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function() Config.save() end
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),
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UI.create_desition_item(
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UI.create_decision_item(
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"Restore Defaults",
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function() Config.restore_defaults() end
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),
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@@ -40,7 +40,7 @@ function ConfigurationWindow.draw()
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Print.text(label_text, x_start, current_y, color)
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Print.text(value_text, value_x, current_y, color)
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end
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elseif control.type == "desition_item" then
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elseif control.type == "decision_item" then
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local label_text = control.label
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if i == ConfigurationWindow.selected_control then
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color = Config.colors.item
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@@ -82,9 +82,9 @@ function ConfigurationWindow.update()
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elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
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control.set(new_value)
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end
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elseif control.type == "desition_item" then
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elseif control.type == "decision_item" then
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if Input.menu_confirm() then
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control.desition()
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control.decision()
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end
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end
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end
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@@ -3,15 +3,15 @@ function GameWindow.draw()
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MapManager.draw(screen.background)
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UI.draw_top_bar(screen.name)
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if screen and screen.decisions and #screen.decisions > 0 then
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local available_desitions = {}
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for _, desition_id in ipairs(screen.decisions) do
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local desition = DesitionManager.get(desition_id)
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if desition and desition.condition() then
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table.insert(available_desitions, desition)
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local available_decisions = {}
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for _, decision_id in ipairs(screen.decisions) do
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local decision = DecisionManager.get(decision_id)
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if decision and decision.condition() then
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table.insert(available_decisions, decision)
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end
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end
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if #available_desitions > 0 then
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UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
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if #available_decisions > 0 then
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UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
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end
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end
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end
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@@ -28,36 +28,36 @@ function GameWindow.update()
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if Context.current_screen < 1 then
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Context.current_screen = #Context.screens
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end
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Context.selected_desition_index = 1 elseif Input.down() then
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Context.selected_decision_index = 1 elseif Input.down() then
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Context.current_screen = Context.current_screen + 1
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if Context.current_screen > #Context.screens then
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Context.current_screen = 1
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end
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Context.selected_desition_index = 1 end
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Context.selected_decision_index = 1 end
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local screen = Context.screens[Context.current_screen]
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if screen and screen.decisions and #screen.decisions > 0 then
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local available_desitions = {}
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for _, desition_id in ipairs(screen.decisions) do
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local desition = DesitionManager.get(desition_id)
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if desition and desition.condition() then table.insert(available_desitions, desition)
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local available_decisions = {}
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for _, decision_id in ipairs(screen.decisions) do
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local decision = DecisionManager.get(decision_id)
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if decision and decision.condition() then table.insert(available_decisions, decision)
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end
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end
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if #available_desitions == 0 then return end
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if #available_decisions == 0 then return end
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local new_selected_desition_index = UI.update_desition_selector(
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available_desitions,
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Context.selected_desition_index
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local new_selected_decision_index = UI.update_decision_selector(
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available_decisions,
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Context.selected_decision_index
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)
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if new_selected_desition_index ~= Context.selected_desition_index then
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Context.selected_desition_index = new_selected_desition_index
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if new_selected_decision_index ~= Context.selected_decision_index then
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Context.selected_decision_index = new_selected_decision_index
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end
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if Input.select() then
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local selected_desition = available_desitions[Context.selected_desition_index]
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if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
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local selected_decision = available_decisions[Context.selected_decision_index]
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if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
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end
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end
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end
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@@ -8,9 +8,9 @@ function MenuWindow.update()
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if Input.menu_confirm() then
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local selected_item = Context.menu_items[Context.selected_menu_item]
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if selected_item and selected_item.desition then
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if selected_item and selected_item.decision then
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Audio.sfx_select()
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selected_item.desition()
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selected_item.decision()
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end
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end
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end
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@@ -47,14 +47,14 @@ end
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function MenuWindow.refresh_menu_items()
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Context.menu_items = {}
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if Context.game_in_progress then
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table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
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table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
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table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
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table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
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end
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table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game})
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table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game})
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table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration})
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table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
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table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
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table.insert(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
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table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
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table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
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table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
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table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
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Context.selected_menu_item = 1 end
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|
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Reference in New Issue
Block a user