Files
impostor/inc/system/system.timer.lua
Zsolt Tasnadi c39e0ece35
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move meter to system (temporary)
2026-03-03 20:05:49 +01:00

89 lines
2.6 KiB
Lua

--- @section Timer
local timer_duration = 1800
--- Gets initial timer values.
--- @within Timer
--- @return result table Initial timer values. </br>
--- Fields: </br>
--- * progress (number) Clock timer revolution progress (0 to 1).
function Timer.get_initial()
return {
progress = 0,
}
end
--- Sets the number of frames for one full timer revolution.
--- @within Timer
--- @param frames number Frames per revolution.
function Timer.set_duration(frames)
timer_duration = frames
end
--- Updates the timer and handles revolution events.
--- @within Timer
function Timer.update()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
local t = Context.timer
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then
Day.increase()
t.progress = t.progress - 1
end
end
end
--- Draws the clock timer indicator as a circular progress bar.
--- @within Timer
function Timer.draw()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local cx = 10
local cy = 20
local r_outer = 5
local r_inner = 3
local progress = Context.timer.progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.white
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
end
local bg_color = Config.colors.dark_grey
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
end
end
end
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end