127 lines
3.5 KiB
Lua
127 lines
3.5 KiB
Lua
local SAVE_GAME_BANK = 6
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local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
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local SAVE_GAME_MAGIC_VALUE = 0xCA
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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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return {
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active_window = WINDOW_SPLASH,
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intro = {
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y = Config.screen.height,
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speed = 0.5,
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text = [[Norman Reds’ everyday life
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seems ordinary: work,
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meetings, coffee, and
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endless notifications.
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But beneath the surface
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— within him, or around
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him — something is
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constantly building, and
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it soon becomes clear
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that there is more going
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on than meets the eye.]]
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},
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current_screen = 1,
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splash_timer = Config.timing.splash_duration,
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popup = { -- New popup table
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show = false,
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content = {} -- Array of strings
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},
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player = {
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sprite_id = Config.player.sprite_id
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},
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ground = {
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x = 0,
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y = Config.screen.height,
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w = Config.screen.width,
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h = 8
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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, -- New desition index
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game_in_progress = false, -- New flag
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screens = {} -- Initialize as empty, populated on reset
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}
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end
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Context = {}
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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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-- Clear existing data properties from Context (but not methods)
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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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Context[k] = nil
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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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Context[k] = v
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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.screen_indices_by_id = {} -- Renamed for clarity, stores index
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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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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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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 -- Store index
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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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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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-- Now define the methods for Context
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function Context.new_game()
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reset_context_to_initial_state()
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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end
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function Context.save_game()
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if not Context.game_in_progress then return end
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mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
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mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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end
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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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-- No saved game found, start a new one
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Context.new_game()
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return
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end
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reset_context_to_initial_state() -- Reset data, preserve methods
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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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MenuWindow.refresh_menu_items()
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end
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