local SAVE_GAME_BANK = 6 local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0 local SAVE_GAME_MAGIC_VALUE = 0xCA local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 -- Helper for deep copying tables local function clone_table(t) local copy = {} for k, v in pairs(t) do if type(v) == "table" then copy[k] = clone_table(v) else copy[k] = v end end return copy end -- This function returns a table containing only the initial *data* for Context local function get_initial_data() return { active_window = WINDOW_SPLASH, intro = { y = Config.screen.height, speed = 0.5, text = "Norman Reds’ everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye." }, current_screen = 1, splash_timer = Config.timing.splash_duration, popup = { -- New popup table show = false, content = {} -- Array of strings }, player = { sprite_id = Config.player.sprite_id }, ground = { x = 0, y = Config.screen.height, w = Config.screen.width, h = 8 }, menu_items = {}, selected_menu_item = 1, selected_desition_index = 1, -- New desition index game_in_progress = false, -- New flag screens = {} -- Initialize as empty, populated on reset } end Context = {} local function reset_context_to_initial_state() local initial_data = get_initial_data() -- Clear existing data properties from Context (but not methods) for k in pairs(Context) do if type(Context[k]) ~= "function" then -- Only clear data, leave functions Context[k] = nil end end -- Copy all initial data properties into Context for k, v in pairs(initial_data) do Context[k] = v end -- Populate Context.screens from ScreenManager, ensuring indexed array Context.screens = {} Context.screen_indices_by_id = {} -- Renamed for clarity, stores index -- The screen order needs to be explicit to ensure consistent numerical indices local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"} for i, screen_id in ipairs(screen_order) do local screen_data = ScreenManager.get_by_id(screen_id) if screen_data then table.insert(Context.screens, screen_data) Context.screen_indices_by_id[screen_id] = i -- Store index else -- Handle error if a screen is not registered PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"}) end end end -- Initially populate Context with data reset_context_to_initial_state() -- Now define the methods for Context function Context.new_game() reset_context_to_initial_state() Context.game_in_progress = true MenuWindow.refresh_menu_items() end 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) mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) end function Context.load_game() if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then -- No saved game found, start a new one Context.new_game() return end reset_context_to_initial_state() -- Reset data, preserve methods Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) Context.game_in_progress = true MenuWindow.refresh_menu_items() end