local SAVE_GAME_BANK = 6 local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0 local SAVE_GAME_MAGIC_VALUE = 0xCA --- Global game context. --- @section Context Context = {} --- Gets initial data for Context. --- @within Context -- @return table Initial context data. function Context.initial_data() return { current_menu_item = 1, splash_timer = Config.timing.splash_duration, popup = { show = false, content = {} }, game_in_progress = false, minigame_ddr = Minigame.get_default_ddr(), minigame_button_mash = Minigame.get_default_button_mash(), minigame_rhythm = Minigame.get_default_rhythm(), meters = Meter.get_initial(), game = { current_screen = "home", current_situation = nil, } } end --- Resets game context to initial state. --- @within Context function Context.reset() local initial_data = Context.initial_data() for k in pairs(Context) do if type(Context[k]) ~= "function" then Context[k] = nil end end for k, v in pairs(initial_data) do Context[k] = v end end --- Starts a new game. --- @within Context function Context.new_game() Context.reset() Context.game_in_progress = true MenuWindow.refresh_menu_items() Screen.get_by_id(Context.game.current_screen).init() end --- Saves the current game state. --- @within Context function Context.save_game() if not Context.game_in_progress then return end mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) end --- Loads a saved game state. --- @within Context function Context.load_game() if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then Context.new_game() return end Context.reset() Context.game_in_progress = true MenuWindow.refresh_menu_items() Screen.get_by_id(Context.game.current_screen).init() end