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23 Commits

Author SHA1 Message Date
Zsolt Tasnadi
fd7b5650d3 cicd improvements
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2026-02-27 13:11:01 +01:00
0e956ec7a9 Merge pull request 'feature/task71_drawing_street' (#15) from feature/task71_drawing_street into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/15
Reviewed-by: mr.two <zoltan.timar31@gmail.com>
2026-02-27 07:51:43 +00:00
0c2999f596 Merge pull request 'feature/imp-27-add-minifier' (#21) from feature/imp-27-add-minifier into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/21
2026-02-26 23:49:35 +00:00
e46c48b2ec tic80pro image pull always
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2026-02-27 00:46:55 +01:00
99ace8a1e8 add minify to export
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2026-02-26 23:39:00 +01:00
15bf66f1ca minify.lua from github
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2026-02-26 23:27:41 +01:00
Zoltan Timar
41f75da8c3 feat: added minifier, added minify step to makefile, added unminify step to makefile
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2026-02-26 22:41:58 +01:00
e05018d637 Merge pull request 'feature/ldoc-return-fixes' (#20) from feature/ldoc-return-fixes into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/20
2026-02-26 16:50:14 +00:00
8e104b1ff9 Merge branch 'master' into feature/ldoc-return-fixes
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2026-02-26 17:49:21 +01:00
e07eeb466b vscode settings update
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2026-02-26 17:44:41 +01:00
337f1fc132 ldoc return fixes 2026-02-26 17:41:06 +01:00
e14160114b Merge pull request 'feature/imp-30-stat-screen' (#19) from feature/imp-30-stat-screen into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/19
2026-02-26 16:06:54 +00:00
Zoltan Timar
1b64fd2392 Merge branch 'master' into feature/imp-30-stat-screen
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2026-02-26 16:54:24 +01:00
Zoltan Timar
aaf1479a78 feat: stat screen on toilet with Focus overlay, screen draw callback added to manager, meter decay now only on timer revolution, timer visible on stat screen not minigames, Meter.get_timer_decay_percentage() added, Context.stat_screen_active flag added
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2026-02-26 16:54:00 +01:00
e56662f6ad linter and doc fix for Focus
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2026-02-26 16:21:25 +01:00
2d25537abb Merge pull request 'feature/imp-42-time-indicator' (#18) from feature/imp-42-time-indicator into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/18
2026-02-26 14:49:00 +00:00
Zoltan Timar
66af47c483 feat: ring timer drawn at top-left of screen, Meter.set_timer_duration(f) controls speed, Meter.set_timer_decay(a) controls decay amount, all decay pauses during any minigame window
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2026-02-26 15:43:39 +01:00
8f9e044a17 Merge pull request 'feature/imp-62-focus-handling' (#17) from feature/imp-62-focus-handling into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/17
2026-02-26 13:58:51 +00:00
Zoltan Timar
954a39aef1 feat: added new functionality with focus, added base background to screens, created Focus.close(), Focus.start(), Focus.driven() methods for different use-cases, added focus to screens
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2026-02-26 14:53:22 +01:00
c321fbc19a Rename the backgrounds (bedroom, office) to a uniform filename format.
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2026-02-25 06:33:53 +01:00
dc8a82d583 Delete the unnecessary version of the bedroom background.
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2026-02-25 06:30:56 +01:00
c565213e44 Delete the unnecessary versions of the office background.
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2026-02-25 06:29:47 +01:00
035a2bc37e Add the drawing of street background in ase format.
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2026-02-25 06:26:47 +01:00
44 changed files with 816 additions and 342 deletions

2
.gitignore vendored
View File

@@ -1,4 +1,6 @@
.local .local
impostor.lua impostor.lua
impostor.original.lua
prompts prompts
docs docs
minify.lua

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@@ -2,6 +2,7 @@
-- Configuration for luacheck -- Configuration for luacheck
globals = { globals = {
"Focus",
"Util", "Util",
"Decision", "Decision",
"Situation", "Situation",
@@ -39,6 +40,8 @@ globals = {
"circb", "circb",
"cls", "cls",
"tri", "tri",
"pix",
"line",
"Songs", "Songs",
"frame_from_beat", "frame_from_beat",
"beats_to_pattern", "beats_to_pattern",

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@@ -14,7 +14,10 @@
"inc/?.lua" "inc/?.lua"
], ],
"Lua.diagnostics.disable": [ "Lua.diagnostics.disable": [
"undefined-global" "undefined-global",
"undefined-doc-param",
"undefined-doc-name",
"luadoc-miss-param-name"
], ],
"python.autoComplete.extraPaths": [ "python.autoComplete.extraPaths": [
"${workspaceFolder}/sources/poky/bitbake/lib", "${workspaceFolder}/sources/poky/bitbake/lib",

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@@ -5,7 +5,32 @@ steps:
- 'apk add --no-cache make' - 'apk add --no-cache make'
- 'make ci-version' - 'make ci-version'
- name: build - name: lint
image: alpine
commands:
- 'apk add --no-cache make lua5.4 lua5.4-dev luarocks gcc musl-dev'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'ln -sf /usr/bin/luarocks-5.4 /usr/bin/luarocks'
- 'luarocks install luacheck'
- 'make ci-lint'
- name: minify
image: alpine
commands:
- 'apk add --no-cache make lua5.4 curl'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'make ci-minify'
- name: docs
image: alpine
commands:
- 'apk add --no-cache make lua5.4 lua5.4-dev luarocks gcc musl-dev zip'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'ln -sf /usr/bin/luarocks-5.4 /usr/bin/luarocks'
- 'luarocks install ldoc'
- 'make ci-docs'
- name: export
image: git.teletype.hu/internal/tic80pro:latest image: git.teletype.hu/internal/tic80pro:latest
environment: environment:
XDG_RUNTIME_DIR: /tmp XDG_RUNTIME_DIR: /tmp
@@ -23,7 +48,7 @@ steps:
from_secret: droparea_ssh_password from_secret: droparea_ssh_password
commands: commands:
- 'apk add --no-cache make openssh-client sshpass' - 'apk add --no-cache make openssh-client sshpass'
- 'make ci-upload' - 'make ci-artifact'
- name: update - name: update
image: alpine image: alpine

113
Makefile
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@@ -6,9 +6,13 @@ PROJECT = impostor
ORDER = $(PROJECT).inc ORDER = $(PROJECT).inc
OUTPUT = $(PROJECT).lua OUTPUT = $(PROJECT).lua
OUTPUT_ORIGINAL = $(PROJECT).original.lua
OUTPUT_ZIP = $(PROJECT).html.zip OUTPUT_ZIP = $(PROJECT).html.zip
OUTPUT_TIC = $(PROJECT).tic OUTPUT_TIC = $(PROJECT).tic
MINIFY = minify.lua
MINIFY_URL = https://raw.githubusercontent.com/ztimar31/lua-minify-tic80/refs/heads/master/minify.lua
SRC_DIR = inc SRC_DIR = inc
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER)) SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
@@ -30,16 +34,22 @@ UPDATE_SERVER ?= https://games.vps.teletype.hu
all: build all: build
build: $(OUTPUT) build:
$(OUTPUT): $(SRC) $(ORDER)
@rm -f $(OUTPUT) @rm -f $(OUTPUT)
@sed 's/\r$$//' $(ORDER) | while read f; do \ @sed 's/\r$$//' $(ORDER) | while read f; do \
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \ cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
echo "" >> $(OUTPUT); \ echo "" >> $(OUTPUT); \
done done
export: build download-minify:
@test -f $(MINIFY) || { echo "==> Downloading $(MINIFY)"; curl -fsSL $(MINIFY_URL) -o $(MINIFY); }
minify: build download-minify
@echo "==> Minifying $(OUTPUT)"
@cp $(OUTPUT) $(OUTPUT_ORIGINAL)
@lua $(MINIFY) minify $(OUTPUT_ORIGINAL) > $(OUTPUT)
export: minify
@if [ -z "$(VERSION)" ]; then \ @if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; \ echo "ERROR: VERSION not set!"; \
exit 1; \ exit 1; \
@@ -61,7 +71,7 @@ watch:
$(MAKE) build $(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
import_assets: $(OUTPUT) import_assets: build
@TIC_CMD="load $(OUTPUT) &"; \ @TIC_CMD="load $(OUTPUT) &"; \
for t in $(ASSET_TYPES); do \ for t in $(ASSET_TYPES); do \
for f in $(ASSETS_DIR)/$$t/*.png; do \ for f in $(ASSETS_DIR)/$$t/*.png; do \
@@ -156,41 +166,9 @@ export_assets:
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA)) @$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
clean: clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT) @rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(PROJECT)-*-docs.zip $(PROJECT)-docs.zip $(OUTPUT) $(OUTPUT_ORIGINAL)
@echo "==> Cleaned build artifacts" @echo "==> Cleaned build artifacts"
# CI/CD Targets
ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
VERSION=dev-$$VERSION-$$BRANCH; \
fi; \
echo "VERSION is: $$VERSION"; \
echo $$VERSION > $(VERSION_FILE)
ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Building and exporting version $$VERSION"; \
$(MAKE) export VERSION=$$VERSION
ci-upload:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Uploading artifacts for version $$VERSION"; \
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true; \
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
FILE_LUA=$(PROJECT)-$$VERSION.lua; \
FILE_TIC=$(PROJECT)-$$VERSION.tic; \
FILE_HTML_ZIP=$(PROJECT)-$$VERSION.html.zip; \
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) $$FILE_LUA $$FILE_TIC $$FILE_HTML_ZIP $$SCP_TARGET
ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
install_precommit_hook: install_precommit_hook:
@echo "Installing Git pre-commit hook (lint check)..." @echo "Installing Git pre-commit hook (lint check)..."
@mkdir -p .git/hooks @mkdir -p .git/hooks
@@ -219,5 +197,62 @@ docs: build
@ldoc ${OUTPUT} -d docs @ldoc ${OUTPUT} -d docs
@echo "==> Documentation generated." @echo "==> Documentation generated."
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs # -----------------------------------------
# CI/CD Pipeline targets
# -----------------------------------------
ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
VERSION=dev-$$VERSION-$$BRANCH; \
fi; \
echo "VERSION is: $$VERSION"; \
echo $$VERSION > $(VERSION_FILE)
ci-lint: lint
ci-minify: minify
ci-docs:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Generating docs from $(OUTPUT_ORIGINAL)"; \
ldoc $(OUTPUT_ORIGINAL) -d docs; \
echo "==> Zipping docs for version $$VERSION"; \
(cd docs && zip -r ../$(PROJECT)-$$VERSION-docs.zip .); \
cp $(PROJECT)-$$VERSION-docs.zip $(PROJECT)-docs.zip; \
echo "==> Docs zip created"
ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Exporting HTML for version $$VERSION"; \
tic80 --cli --skip --fs=. \
--cmd="load $(OUTPUT) & save $(PROJECT)-$$VERSION & export html $(PROJECT)-$$VERSION.html & exit"; \
if [ -f "$(PROJECT)-$$VERSION.tic" ]; then \
cp $(PROJECT)-$$VERSION.tic $(PROJECT).tic; \
fi; \
if [ -f "$(PROJECT)-$$VERSION.html.zip" ]; then \
cp $(PROJECT)-$$VERSION.html.zip $(PROJECT).html.zip; \
fi; \
echo "==> Generated files:"; \
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
ci-artifact:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Uploading artifacts for version $$VERSION"; \
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \
$(PROJECT)-$$VERSION.lua \
$(PROJECT)-$$VERSION.tic \
$(PROJECT)-$$VERSION.html.zip \
$(PROJECT)-$$VERSION-docs.zip \
$$SCP_TARGET
ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
.PHONY: all build download-minify minify export watch import_assets export_assets clean lint install_precommit_hook docs ci-version ci-lint ci-minify ci-docs ci-export ci-artifact ci-update

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@@ -7,6 +7,7 @@ init/init.context.lua
system/system.util.lua system/system.util.lua
system/system.print.lua system/system.print.lua
system/system.input.lua system/system.input.lua
system/system.focus.lua
system/system.ui.lua system/system.ui.lua
audio/audio.manager.lua audio/audio.manager.lua
audio/audio.songs.lua audio/audio.songs.lua

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@@ -128,9 +128,10 @@ end
--- @param beats.2 string Arrow direction ("left", "down", "up", or "right"). --- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
--- @param bpm number Beats per minute. --- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60). --- @param[opt] fps number Frames per second (default: 60).
--- @return result table The generated pattern, an array of arrow spawn entries. --- @return result table The generated pattern or nil. </br>
--- @return result.frame number The frame number when the arrow should spawn. --- Fields: </br>
--- @return result.dir string Arrow direction ("left", "down", "up", or "right"). --- * frame (number) The frame number when the arrow should spawn.<br/>
--- * dir (string) Arrow direction ("left", "down", "up", or "right").<br/>
function beats_to_pattern(beats, bpm, fps) function beats_to_pattern(beats, bpm, fps)
fps = fps or 60 fps = fps or 60
local pattern = {} local pattern = {}

View File

@@ -33,22 +33,24 @@ end
--- Gets a decision by ID. --- Gets a decision by ID.
--- @within Decision --- @within Decision
--- @param id string The ID of the decision. --- @param id string The ID of the decision.
--- @return result table The decision table or nil. --- @return table|nil result The decision table or nil. </br>
--- @return result.id string Unique decision identifier. --- Fields: </br>
--- @return result.label string Display text for the decision. --- * id (string) Unique decision identifier.<br/>
--- @return result.condition function Returns true if decision is available. --- * label (string) Display text for the decision.<br/>
--- @return result.handle function Called when the decision is selected. --- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_by_id(id) function Decision.get_by_id(id)
return _decisions[id] return _decisions[id]
end end
--- Gets all registered decisions. --- Gets all registered decisions.
--- @within Decision --- @within Decision
--- @return result table A table of all registered decisions, indexed by their IDs. --- @return result table A table of all registered decisions, indexed by their IDs. </br>
--- @return result.id string Unique decision identifier. --- Fields: </br>
--- @return result.label string Display text for the decision. --- * id (string) Unique decision identifier.<br/>
--- @return result.condition function Returns true if decision is available. --- * label (string) Display text for the decision.<br/>
--- @return result.handle function Called when the decision is selected. --- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_all() function Decision.get_all()
return _decisions return _decisions
end end
@@ -57,11 +59,12 @@ end
--- @within Decision --- @within Decision
--- @param screen_data table The data for the screen. --- @param screen_data table The data for the screen.
--- @param screen_data.decisions table Array of decision ID strings. --- @param screen_data.decisions table Array of decision ID strings.
--- @return result table An array of decision objects relevant to the screen. --- @return result table An array of decision objects relevant to the screen or nil. </br>
--- @return result.id string Unique decision identifier. --- Fields: </br>
--- @return result.label string Display text for the decision. --- * id (string) Unique decision identifier.<br/>
--- @return result.condition function Returns true if decision is available. --- * label (string) Display text for the decision.<br/>
--- @return result.handle function Called when the decision is selected. --- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.get_for_screen(screen_data) function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then if not screen_data or not screen_data.decisions then
return {} return {}
@@ -80,11 +83,12 @@ end
--- Filters a list of decision objects based on their condition function. --- Filters a list of decision objects based on their condition function.
--- @within Decision --- @within Decision
--- @param decisions_list table A table of decision objects. --- @param decisions_list table A table of decision objects.
--- @return result table An array of decisions for which condition() is true. --- @return result table An array of decisions for which condition() is true or nil. </br>
--- @return result.id string Unique decision identifier. --- Fields: </br>
--- @return result.label string Display text for the decision. --- * id (string) Unique decision identifier.<br/>
--- @return result.condition function Returns true if decision is available. --- * label (string) Display text for the decision.<br/>
--- @return result.handle function Called when the decision is selected. --- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.filter_available(decisions_list) function Decision.filter_available(decisions_list)
local available = {} local available = {}
for _, decision in ipairs(decisions_list) do for _, decision in ipairs(decisions_list) do

View File

@@ -1,5 +1,12 @@
Decision.register({ Decision.register({
id = "play_button_mash", id = "play_button_mash",
label = "Play Button Mash", label = "Play Button Mash",
handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end, handle = function()
Meter.hide()
MinigameButtonMashWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
})
end,
}) })

View File

@@ -1,5 +1,12 @@
Decision.register({ Decision.register({
id = "play_rhythm", id = "play_rhythm",
label = "Play Rhythm Game", label = "Play Rhythm Game",
handle = function() Meter.hide() MinigameRhythmWindow.start("game") end, handle = function()
Meter.hide()
MinigameRhythmWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
})
end,
}) })

View File

@@ -13,7 +13,7 @@ function Config.initial_data()
light_grey = 13, light_grey = 13,
dark_grey = 14, dark_grey = 14,
red = 0, red = 0,
green = 7, light_blue = 7,
blue = 9, blue = 9,
white = 12, white = 12,
item = 12, item = 12,

View File

@@ -8,16 +8,18 @@ Context = {}
--- Gets initial data for Context. --- Gets initial data for Context.
--- @within Context --- @within Context
--- @return result table Initial context data. --- @return result table Initial context data or nil. </br>
--- @return result.current_menu_item number Index of the currently selected menu item. --- Fields: </br>
--- @return result.splash_timer number Remaining frames for the splash screen timer. --- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- @return result.popup table Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display. --- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
--- @return result.game_in_progress boolean Whether a game is currently active. --- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
--- @return result.minigame_ddr table DDR minigame state (see Minigame.get_default_ddr). --- * game_in_progress (boolean) Whether a game is currently active.<br/>
--- @return result.minigame_button_mash table Button mash minigame state (see Minigame.get_default_button_mash). --- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
--- @return result.minigame_rhythm table Rhythm minigame state (see Minigame.get_default_rhythm). --- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- @return result.meters table Meter values (see Meter.get_initial). --- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- @return result.game table Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID. --- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data() function Context.initial_data()
return { return {
current_menu_item = 1, current_menu_item = 1,
@@ -27,6 +29,7 @@ function Context.initial_data()
content = {} content = {}
}, },
game_in_progress = false, game_in_progress = false,
stat_screen_active = false,
minigame_ddr = Minigame.get_default_ddr(), minigame_ddr = Minigame.get_default_ddr(),
minigame_button_mash = Minigame.get_default_button_mash(), minigame_button_mash = Minigame.get_default_button_mash(),
minigame_rhythm = Minigame.get_default_rhythm(), minigame_rhythm = Minigame.get_default_rhythm(),

View File

@@ -1,27 +1,46 @@
--- @section Meter --- @section Meter
local METER_MAX = 1000 local METER_MAX = 1000
local METER_DEFAULT = 500 local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100 local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02 local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16 local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600 local COMBO_TIMEOUT_FRAMES = 600
-- 1800 frames = 30 seconds (1800 ÷ 60 = 30)
local meter_timer_duration = 1800
local meter_timer_decay_per_revolution = 20
-- Internal meters for tracking game progress and player stats. -- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg Meter.COLOR_BG = Config.colors.meter_bg
--- Sets the number of frames for one full timer revolution.
--- @within Meter
--- @param frames number Frames per revolution (controls degradation speed).
function Meter.set_timer_duration(frames)
meter_timer_duration = frames
end
--- Sets the degradation amount applied to all meters per revolution.
--- @within Meter
--- @param amount number Amount to subtract from each meter per revolution.
function Meter.set_timer_decay(amount)
meter_timer_decay_per_revolution = amount
end
--- Gets initial meter values. --- Gets initial meter values.
--- @within Meter --- @within Meter
--- @return result table A table of initial meter values. --- @return result table Initial meter values. </br>
--- @return result.ism number Initial ISM meter value. --- Fields: </br>
--- @return result.wpm number Initial WPM meter value. --- * ism (number) Initial ISM meter value.<br/>
--- @return result.bm number Initial BM meter value. --- * wpm (number) Initial WPM meter value.<br/>
--- @return result.combo number Current combo count. --- * bm (number) Initial BM meter value.<br/>
--- @return result.combo_timer number Frames since last combo action. --- * combo (number) Current combo count.<br/>
--- @return result.hidden boolean Whether meters are hidden. --- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.<br/>
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
function Meter.get_initial() function Meter.get_initial()
return { return {
ism = METER_DEFAULT, ism = METER_DEFAULT,
@@ -30,6 +49,7 @@ function Meter.get_initial()
combo = 0, combo = 0,
combo_timer = 0, combo_timer = 0,
hidden = false, hidden = false,
timer_progress = 0,
} }
end end
@@ -67,14 +87,21 @@ end
function Meter.update() function Meter.update()
if not Context or not Context.game_in_progress or not Context.meters then return end if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME) local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME) if not in_minigame then
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME) if m.combo > 0 then
if m.combo > 0 then m.combo_timer = m.combo_timer + 1
m.combo_timer = m.combo_timer + 1 if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then m.combo = 0
m.combo = 0 m.combo_timer = 0
m.combo_timer = 0 end
end
m.timer_progress = m.timer_progress + (1 / meter_timer_duration)
if m.timer_progress >= 1 then
m.timer_progress = m.timer_progress - 1
m.ism = math.max(0, m.ism - meter_timer_decay_per_revolution)
m.wpm = math.max(0, m.wpm - meter_timer_decay_per_revolution)
m.bm = math.max(0, m.bm - meter_timer_decay_per_revolution)
end end
end end
end end
@@ -91,6 +118,13 @@ function Meter.add(key, amount)
end end
end end
--- Gets the timer decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per revolution (e.g. 2 means -2%).
function Meter.get_timer_decay_percentage()
return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
end
--- Called on minigame completion. --- Called on minigame completion.
--- @within Meter --- @within Meter
function Meter.on_minigame_complete() function Meter.on_minigame_complete()

View File

@@ -16,32 +16,33 @@ end
--- Gets default DDR minigame configuration. --- Gets default DDR minigame configuration.
--- @within Minigame --- @within Minigame
--- @return result table The default DDR minigame configuration. --- @return result table The default DDR minigame configuration. </br>
--- @return result.bar_fill number Current fill level of the progress bar. --- Fields: </br>
--- @return result.max_fill number Maximum fill value to win. --- * bar_fill (number) Current fill level of the progress bar.<br/>
--- @return result.fill_per_hit number Fill gained per successful hit. --- * max_fill (number) Maximum fill value to win.<br/>
--- @return result.miss_penalty number Fill lost per miss. --- * fill_per_hit (number) Fill gained per successful hit.<br/>
--- @return result.bar_x number Progress bar X position. --- * miss_penalty (number) Fill lost per miss.<br/>
--- @return result.bar_y number Progress bar Y position. --- * bar_x (number) Progress bar X position.<br/>
--- @return result.bar_width number Progress bar width. --- * bar_y (number) Progress bar Y position.<br/>
--- @return result.bar_height number Progress bar height. --- * bar_width (number) Progress bar width.<br/>
--- @return result.arrow_size number Size of arrow sprites. --- * bar_height (number) Progress bar height.<br/>
--- @return result.arrow_spawn_timer number Timer for arrow spawning. --- * arrow_size (number) Size of arrow sprites.<br/>
--- @return result.arrow_spawn_interval number Frames between arrow spawns. --- * arrow_spawn_timer (number) Timer for arrow spawning.<br/>
--- @return result.arrow_fall_speed number Speed of falling arrows. --- * arrow_spawn_interval (number) Frames between arrow spawns.<br/>
--- @return result.arrows table Array of active arrow objects. --- * arrow_fall_speed (number) Speed of falling arrows.<br/>
--- @return result.target_y number Y position of the target line. --- * arrows (table) Array of active arrow objects.<br/>
--- @return result.target_arrows table Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position. --- * target_y (number) Y position of the target line.<br/>
--- @return result.hit_threshold number Pixel distance for a valid hit. --- * target_arrows (table) Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.<br/>
--- @return result.button_pressed_timers table Per-button press animation timers. --- * hit_threshold (number) Pixel distance for a valid hit.<br/>
--- @return result.button_press_duration number Duration of button press animation. --- * button_pressed_timers (table) Per-button press animation timers.<br/>
--- @return result.input_cooldowns table Per-direction cooldown timers (left, down, up, right). --- * button_press_duration (number) Duration of button press animation.<br/>
--- @return result.input_cooldown_duration number Frames of input cooldown. --- * input_cooldowns (table) Per-direction cooldown timers (left, down, up, right).<br/>
--- @return result.frame_counter number Global frame counter. --- * input_cooldown_duration (number) Frames of input cooldown.<br/>
--- @return result.current_song table Currently playing song data. --- * frame_counter (number) Global frame counter.<br/>
--- @return result.pattern_index number Current index in song pattern. --- * current_song (table) Currently playing song data.<br/>
--- @return result.use_pattern boolean Whether to use song pattern for spawning. --- * pattern_index (number) Current index in song pattern.<br/>
--- @return result.return_window string Window ID to return to after minigame. --- * use_pattern (boolean) Whether to use song pattern for spawning.<br/>
--- * return_window (string) Window ID to return to after minigame.
function Minigame.get_default_ddr() function Minigame.get_default_ddr()
local arrow_size = 12 local arrow_size = 12
local arrow_spacing = 30 local arrow_spacing = 30
@@ -83,22 +84,23 @@ end
--- Gets default button mash minigame configuration. --- Gets default button mash minigame configuration.
--- @within Minigame --- @within Minigame
--- @return result table The default button mash minigame configuration. --- @return result table The default button mash minigame configuration. </br>
--- @return result.bar_fill number Current fill level of the progress bar. --- Fields: </br>
--- @return result.max_fill number Maximum fill value to win. --- * bar_fill (number) Current fill level of the progress bar.<br/>
--- @return result.fill_per_press number Fill gained per button press. --- * max_fill (number) Maximum fill value to win.<br/>
--- @return result.base_degradation number Base rate of bar degradation per frame. --- * fill_per_press (number) Fill gained per button press.<br/>
--- @return result.degradation_multiplier number Multiplier for degradation scaling. --- * base_degradation (number) Base rate of bar degradation per frame.<br/>
--- @return result.button_pressed_timer number Button press animation timer. --- * degradation_multiplier (number) Multiplier for degradation scaling.<br/>
--- @return result.button_press_duration number Duration of button press animation. --- * button_pressed_timer (number) Button press animation timer.<br/>
--- @return result.return_window string Window ID to return to after minigame. --- * button_press_duration (number) Duration of button press animation.<br/>
--- @return result.bar_x number Progress bar X position. --- * return_window (string) Window ID to return to after minigame.<br/>
--- @return result.bar_y number Progress bar Y position. --- * bar_x (number) Progress bar X position.<br/>
--- @return result.bar_width number Progress bar width. --- * bar_y (number) Progress bar Y position.<br/>
--- @return result.bar_height number Progress bar height. --- * bar_width (number) Progress bar width.<br/>
--- @return result.button_x number Button indicator X position. --- * bar_height (number) Progress bar height.<br/>
--- @return result.button_y number Button indicator Y position. --- * button_x (number) Button indicator X position.<br/>
--- @return result.button_size number Button indicator size. --- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
function Minigame.get_default_button_mash() function Minigame.get_default_button_mash()
return { return {
bar_fill = 0, bar_fill = 0,
@@ -115,35 +117,39 @@ function Minigame.get_default_button_mash()
bar_height = 12, bar_height = 12,
button_x = 20, button_x = 20,
button_y = 110, button_y = 110,
button_size = 12 button_size = 12,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
} }
end end
--- Gets default rhythm minigame configuration. --- Gets default rhythm minigame configuration.
--- @within Minigame --- @within Minigame
--- @return result table The default rhythm minigame configuration. --- @return result table The default rhythm minigame configuration. </br>
--- @return result.line_position number Current position of the moving line (0-1). --- Fields: </br>
--- @return result.line_speed number Speed of the moving line per frame. --- * line_position (number) Current position of the moving line (0-1).<br/>
--- @return result.line_direction number Direction of line movement (1 or -1). --- * line_speed (number) Speed of the moving line per frame.<br/>
--- @return result.target_center number Center of the target zone (0-1). --- * line_direction (number) Direction of line movement (1 or -1).<br/>
--- @return result.target_width number Current width of the target zone. --- * target_center (number) Center of the target zone (0-1).<br/>
--- @return result.initial_target_width number Starting width of the target zone. --- * target_width (number) Current width of the target zone.<br/>
--- @return result.min_target_width number Minimum width the target zone can shrink to. --- * initial_target_width (number) Starting width of the target zone.<br/>
--- @return result.target_shrink_rate number Multiplier applied to target width after each hit. --- * min_target_width (number) Minimum width the target zone can shrink to.<br/>
--- @return result.score number Current score. --- * target_shrink_rate (number) Multiplier applied to target width after each hit.<br/>
--- @return result.max_score number Score needed to win. --- * score (number) Current score.<br/>
--- @return result.button_pressed_timer number Button press animation timer. --- * max_score (number) Score needed to win.<br/>
--- @return result.button_press_duration number Duration of button press animation. --- * button_pressed_timer (number) Button press animation timer.<br/>
--- @return result.return_window string Window ID to return to after minigame. --- * button_press_duration (number) Duration of button press animation.<br/>
--- @return result.bar_x number Progress bar X position. --- * return_window (string) Window ID to return to after minigame.<br/>
--- @return result.bar_y number Progress bar Y position. --- * bar_x (number) Progress bar X position.<br/>
--- @return result.bar_width number Progress bar width. --- * bar_y (number) Progress bar Y position.<br/>
--- @return result.bar_height number Progress bar height. --- * bar_width (number) Progress bar width.<br/>
--- @return result.button_x number Button indicator X position. --- * bar_height (number) Progress bar height.<br/>
--- @return result.button_y number Button indicator Y position. --- * button_x (number) Button indicator X position.<br/>
--- @return result.button_size number Button indicator size. --- * button_y (number) Button indicator Y position.<br/>
--- @return result.press_cooldown number Current cooldown timer. --- * button_size (number) Button indicator size.<br/>
--- @return result.press_cooldown_duration number Frames of press cooldown. --- * press_cooldown (number) Current cooldown timer.<br/>
--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
function Minigame.get_default_rhythm() function Minigame.get_default_rhythm()
return { return {
line_position = 0, line_position = 0,
@@ -167,7 +173,10 @@ function Minigame.get_default_rhythm()
button_y = 110, button_y = 110,
button_size = 10, button_size = 10,
press_cooldown = 0, press_cooldown = 0,
press_cooldown_duration = 15 press_cooldown_duration = 15,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
} }
end end

View File

@@ -11,3 +11,4 @@ Print = {}
Input = {} Input = {}
Sprite = {} Sprite = {}
Audio = {} Audio = {}
Focus = {}

View File

@@ -6,14 +6,15 @@ local _maps = {}
--- Gets all registered maps as an array. --- Gets all registered maps as an array.
--- @within Map --- @within Map
--- @return result table An array of registered map data. --- @return result table An array of registered map data. </br>
--- @return result.id string Unique map identifier. --- Fields: </br>
--- @return result.from_x number Source tile X coordinate in the map sheet. --- * id (string) Unique map identifier.<br/>
--- @return result.from_y number Source tile Y coordinate in the map sheet. --- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- @return result.width number Width in tiles. --- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- @return result.height number Height in tiles. --- * width (number) Width in tiles.<br/>
--- @return result.to_x number Destination X coordinate on screen. --- * height (number) Height in tiles.<br/>
--- @return result.to_y number Destination Y coordinate on screen. --- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_maps_array() function Map.get_maps_array()
local maps_array = {} local maps_array = {}
for _, map_data in pairs(_maps) do for _, map_data in pairs(_maps) do
@@ -25,13 +26,13 @@ end
--- Registers a map definition. --- Registers a map definition.
--- @within Map --- @within Map
--- @param map_data table The map data table. --- @param map_data table The map data table.
--- @param map_data.id string Unique map identifier. --- @param map_data.id string Unique map identifier.<br/>
--- @param map_data.from_x number Source tile X coordinate in the map sheet. --- @param map_data.from_x number Source tile X coordinate in the map sheet.<br/>
--- @param map_data.from_y number Source tile Y coordinate in the map sheet. --- @param map_data.from_y number Source tile Y coordinate in the map sheet.<br/>
--- @param map_data.width number Width in tiles. --- @param map_data.width number Width in tiles.<br/>
--- @param map_data.height number Height in tiles. --- @param map_data.height number Height in tiles.<br/>
--- @param map_data.to_x number Destination X coordinate on screen. --- @param map_data.to_x number Destination X coordinate on screen.<br/>
--- @param map_data.to_y number Destination Y coordinate on screen. --- @param map_data.to_y number Destination Y coordinate on screen.<br/>
function Map.register(map_data) function Map.register(map_data)
if _maps[map_data.id] then if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id) trace("Warning: Overwriting map with id: " .. map_data.id)
@@ -42,14 +43,15 @@ end
--- Gets a map by ID. --- Gets a map by ID.
--- @within Map --- @within Map
--- @param map_id string The ID of the map. --- @param map_id string The ID of the map.
--- @return result table The map data table or nil. --- @return result table The map data table or nil. </br>
--- @return result.id string Unique map identifier. --- Fields: </br>
--- @return result.from_x number Source tile X coordinate in the map sheet. --- * id (string) Unique map identifier.<br/>
--- @return result.from_y number Source tile Y coordinate in the map sheet. --- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- @return result.width number Width in tiles. --- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- @return result.height number Height in tiles. --- * width (number) Width in tiles.<br/>
--- @return result.to_x number Destination X coordinate on screen. --- * height (number) Height in tiles.<br/>
--- @return result.to_y number Destination Y coordinate on screen. --- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_by_id(map_id) function Map.get_by_id(map_id)
return _maps[map_id] return _maps[map_id]
end end

View File

@@ -11,6 +11,7 @@ local _screens = {}
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}. --- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop. --- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop. --- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
function Screen.register(screen_data) function Screen.register(screen_data)
if _screens[screen_data.id] then if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id) trace("Warning: Overwriting screen with id: " .. screen_data.id)
@@ -24,34 +25,39 @@ function Screen.register(screen_data)
if not screen_data.update then if not screen_data.update then
screen_data.update = function() end screen_data.update = function() end
end end
if not screen_data.draw then
screen_data.draw = function() end
end
_screens[screen_data.id] = screen_data _screens[screen_data.id] = screen_data
end end
--- Gets a screen by ID. --- Gets a screen by ID.
--- @within Screen --- @within Screen
--- @param screen_id string The ID of the screen. --- @param screen_id string The ID of the screen.
--- @return result table The screen table or nil. --- @return table|nil screen The screen table or nil. </br>
--- @return result.id string Unique screen identifier. --- Fields: </br>
--- @return result.name string Display name of the screen. --- * id (string) Unique screen identifier.<br/>
--- @return result.decisions table Array of decision ID strings available on this screen. --- * name (string) Display name.<br/>
--- @return result.background string Map ID used as background. --- * decisions (table) Array of decision ID strings.<br/>
--- @return result.situations table Array of situation ID strings. --- * background (string) Map ID used as background.<br/>
--- @return result.init function Called when the screen is entered. --- * situations (table) Array of situation ID strings.<br/>
--- @return result.update function Called each frame while screen is active. --- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id) function Screen.get_by_id(screen_id)
return _screens[screen_id] return _screens[screen_id]
end end
--- Gets all registered screens. --- Gets all registered screens.
--- @within Screen --- @within Screen
--- @return result table A table containing all registered screen data, indexed by their IDs. --- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
--- @return result.id string Unique screen identifier. --- Fields: </br>
--- @return result.name string Display name of the screen. --- * id (string) Unique screen identifier.<br/>
--- @return result.decisions table Array of decision ID strings available on this screen. --- * name (string) Display name of the screen.<br/>
--- @return result.background string Map ID used as background. --- * decisions (table) Array of decision ID strings available on this screen.<br/>
--- @return result.situations table Array of situation ID strings. --- * background (string) Map ID used as background.<br/>
--- @return result.init function Called when the screen is entered. --- * situations (table) Array of situation ID strings.<br/>
--- @return result.update function Called each frame while screen is active. --- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all() function Screen.get_all()
return _screens return _screens
end end

View File

@@ -1,6 +1,7 @@
Screen.register({ Screen.register({
id = "office", id = "office",
name = "Office", name = "Office",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"play_button_mash", "play_button_mash",
"play_rhythm", "play_rhythm",

View File

@@ -3,5 +3,74 @@ Screen.register({
name = "Toilet", name = "Toilet",
decisions = { decisions = {
"go_to_home", "go_to_home",
} },
background = "bedroom",
init = function()
Context.stat_screen_active = true
Meter.hide()
local cx = Config.screen.width * 0.75
local cy = Config.screen.height * 0.75
Focus.start_driven(cx, cy)
Focus.set_percentage(0.15)
end,
update = function()
if not Context.stat_screen_active then return end
if Input.select() or Input.player_interact() then
Focus.stop()
Context.stat_screen_active = false
Meter.show()
end
end,
draw = function()
if not Context.stat_screen_active then return end
local sw = Config.screen.width
local cx = sw / 2
local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
-- TODO: Add day counter
Print.text_center("day 1", cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
local wrapped = UI.word_wrap(narrative, 38)
local text_y = 24
for _, line in ipairs(wrapped) do
Print.text_center(line, cx, text_y, Config.colors.light_grey)
text_y = text_y + 8
end
local m = Context.meters
local max_val = Meter.get_max()
local decay_pct = Meter.get_timer_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100)
local mult_text = string.format("+%d%%", combo_pct)
local meter_start_y = text_y + 10
local meter_list = {
{ key = "wpm", label = "Work Productivity Meter" },
{ key = "ism", label = "Impostor Syndrome Meter" },
{ key = "bm", label = "Burnout Meter" },
}
for i, meter in ipairs(meter_list) do
local y = meter_start_y + (i - 1) * 20
Print.text_center(meter.label, cx, y, Config.colors.white)
local bar_y = y + 8
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue)
end
local decay_w = print(decay_text, 0, -6, 0, false, 1)
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end
end,
}) })

View File

@@ -1,6 +1,7 @@
Screen.register({ Screen.register({
id = "walking_to_home", id = "walking_to_home",
name = "Walking to home", name = "Walking to home",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",

View File

@@ -1,6 +1,7 @@
Screen.register({ Screen.register({
id = "walking_to_office", id = "walking_to_office",
name = "Walking to office", name = "Walking to office",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",

View File

@@ -4,10 +4,10 @@ local _situations = {}
--- Registers a situation definition. --- Registers a situation definition.
--- @within Situation --- @within Situation
--- @param situation table The situation data table. --- @param situation table The situation data table.
--- @param situation.id string Unique situation identifier. --- @param situation.id string Unique situation identifier.<br/>
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to. --- @param[opt] situation.screen_id string ID of the screen this situation belongs to.<br/>
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop. --- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.<br/>
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop. --- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/>
function Situation.register(situation) function Situation.register(situation)
if not situation or not situation.id then if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"}) PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
@@ -28,11 +28,12 @@ end
--- Gets a situation by ID. --- Gets a situation by ID.
--- @within Situation --- @within Situation
--- @param id string The situation ID. --- @param id string The situation ID.
--- @return result table The situation table or nil. --- @return result table The situation table or nil. </br>
--- @return result.id string Unique situation identifier. --- Fields: </br>
--- @return result.screen_id string ID of the screen this situation belongs to. --- * id (string) Unique situation identifier.<br/>
--- @return result.handle function Called when the situation is applied. --- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- @return result.update function Called each frame while situation is active. --- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_by_id(id) function Situation.get_by_id(id)
return _situations[id] return _situations[id]
end end
@@ -40,11 +41,12 @@ end
--- Gets all registered situations, optionally filtered by screen ID. --- Gets all registered situations, optionally filtered by screen ID.
--- @within Situation --- @within Situation
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID. --- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. --- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. </br>
--- @return result.id string Unique situation identifier. --- Fields: </br>
--- @return result.screen_id string ID of the screen this situation belongs to. --- * id (string) Unique situation identifier.<br/>
--- @return result.handle function Called when the situation is applied. --- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- @return result.update function Called each frame while situation is active. --- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_all(screen_id) function Situation.get_all(screen_id)
if screen_id then if screen_id then
local filtered_situations = {} local filtered_situations = {}

View File

@@ -5,14 +5,14 @@ local _active_sprites = {}
--- Registers a sprite definition. --- Registers a sprite definition.
--- @within Sprite --- @within Sprite
--- @param sprite_data table A table containing the sprite definition. --- @param sprite_data table A table containing the sprite definition.
--- @param sprite_data.id string Unique sprite identifier. --- @param sprite_data.id string Unique sprite identifier.<br/>
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode. --- @param[opt] sprite_data.s number Sprite index for single-sprite mode.<br/>
--- @param[opt] sprite_data.colorkey number Default color index for transparency. --- @param[opt] sprite_data.colorkey number Default color index for transparency.<br/>
--- @param[opt] sprite_data.scale number Default scaling factor. --- @param[opt] sprite_data.scale number Default scaling factor.<br/>
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default. --- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.<br/>
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default. --- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.<br/>
--- @param[opt] sprite_data.rot number Default rotation in degrees. --- @param[opt] sprite_data.rot number Default rotation in degrees.<br/>
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides. --- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.<br/>
function Sprite.register(sprite_data) function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!") trace("Error: Invalid sprite object registered (missing id)!")
@@ -26,14 +26,14 @@ end
--- Schedules a sprite for drawing. --- Schedules a sprite for drawing.
--- @within Sprite --- @within Sprite
--- @param id string The unique identifier of the sprite. --- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate. --- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate. --- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency. --- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor. --- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally. --- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically. --- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees. --- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot) function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
if not _sprites[id] then if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id) trace("Error: Attempted to show non-registered sprite with id: " .. id)
@@ -54,7 +54,7 @@ end
--- Hides a displayed sprite. --- Hides a displayed sprite.
--- @within Sprite --- @within Sprite
--- @param id string The unique identifier of the sprite. --- @param id string The unique identifier of the sprite.<br/>
function Sprite.hide(id) function Sprite.hide(id)
_active_sprites[id] = nil _active_sprites[id] = nil
end end

166
inc/system/system.focus.lua Normal file
View File

@@ -0,0 +1,166 @@
--- @section Focus
local FOCUS_DEFAULT_SPEED = 5
local active = false
local closing = false
local driven = false
local center_x = 0
local center_y = 0
local radius = 0
local speed = FOCUS_DEFAULT_SPEED
local on_complete = nil
local driven_initial_r = 0
local driven_max_r = 0
local function max_radius(cx, cy)
local dx = math.max(cx, Config.screen.width - cx)
local dy = math.max(cy, Config.screen.height - cy)
return math.sqrt(dx * dx + dy * dy)
end
--- Starts a focus overlay that reveals content through an expanding circle.
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `speed` (number) expansion rate in pixels/frame, `initial_radius` (number) starting radius in pixels (default 0), `on_complete` (function) callback when overlay disperses.
function Focus.start(cx, cy, params)
params = params or {}
active = true
closing = false
driven = false
center_x = cx
center_y = cy
radius = params.initial_radius or 0
speed = params.speed or FOCUS_DEFAULT_SPEED
on_complete = params.on_complete
end
--- Starts a closing focus overlay that hides content by shrinking the visible circle.
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `speed` (number) shrink rate in pixels/frame, `on_complete` (function) callback when screen is fully covered.
function Focus.close(cx, cy, params)
params = params or {}
active = true
closing = true
driven = false
center_x = cx
center_y = cy
radius = max_radius(cx, cy)
speed = params.speed or FOCUS_DEFAULT_SPEED
on_complete = params.on_complete
end
--- Starts a driven focus overlay whose radius is controlled externally via Focus.set_percentage().
--- The radius maps linearly from initial_radius (at 0%) to the screen corner distance (at 100%).
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `initial_radius` (number) radius at 0% (default 0).
function Focus.start_driven(cx, cy, params)
params = params or {}
active = true
closing = false
driven = true
center_x = cx
center_y = cy
driven_initial_r = params.initial_radius or 0
driven_max_r = max_radius(cx, cy)
radius = driven_initial_r
on_complete = nil
end
--- Sets the visible radius as a percentage of the full screen extent.
--- Only has effect when the overlay is in driven mode (started via Focus.start_driven).
--- @within Focus
--- @param pct number A value from 0 to 1 (0 = initial_radius, 1 = full screen).
function Focus.set_percentage(pct)
if not driven then return end
radius = driven_initial_r + pct * (driven_max_r - driven_initial_r)
end
--- Checks whether the focus overlay is currently active.
--- @within Focus
--- @return boolean Whether the focus overlay is active.
function Focus.is_active()
return active
end
--- Stops the focus overlay immediately.
--- @within Focus
function Focus.stop()
active = false
closing = false
driven = false
radius = 0
on_complete = nil
end
--- Updates the focus overlay animation. No-op in driven mode.
--- @within Focus
function Focus.update()
if not active then return end
if driven then return end
if closing then
radius = radius - speed
if radius <= 0 then
local cb = on_complete
Focus.stop()
if cb then cb() end
end
else
radius = radius + speed
if radius >= max_radius(center_x, center_y) then
local cb = on_complete
Focus.stop()
if cb then cb() end
end
end
end
--- Draws the focus overlay (black screen with circular cutout).
--- Must be called after all other drawing to appear on top of every visual layer.
--- @within Focus
function Focus.draw()
if not active then return end
local cx = center_x
local cy = center_y
local r = radius
local w = Config.screen.width
local h = Config.screen.height
local color = Config.colors.black
if closing and r <= 0 then
rect(0, 0, w, h, color)
return
end
local top = math.max(0, math.floor(cy - r))
local bottom = math.min(h - 1, math.ceil(cy + r))
if top > 0 then
rect(0, 0, w, top, color)
end
if bottom < h - 1 then
rect(0, bottom + 1, w, h - bottom - 1, color)
end
for y = top, bottom do
local dy = y - cy
local half_w = math.sqrt(math.max(0, r * r - dy * dy))
local left = math.floor(cx - half_w)
local right = math.ceil(cx + half_w)
if left > 0 then
rect(0, y, left, 1, color)
end
if right < w then
rect(right, y, w - right, 1, color)
end
end
end

View File

@@ -3,6 +3,7 @@ local initialized_game = false
--- Initializes game state. --- Initializes game state.
--- @within Main --- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game() local function init_game()
if initialized_game then return end if initialized_game then return end
Context.reset() Context.reset()
@@ -23,5 +24,6 @@ function TIC()
Meter.update() Meter.update()
if Context.game_in_progress then if Context.game_in_progress then
UI.draw_meters() UI.draw_meters()
UI.draw_timer()
end end
end end

View File

@@ -1,13 +1,11 @@
--- @section Print
--- Prints text with shadow. --- Prints text with shadow.
--- @within Print --- @within Print
--- @param text string The text to print. --- @param text string The text to print.<br/>
--- @param x number The x-coordinate. --- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate. --- @param y number The y-coordinate.<br/>
--- @param color number The color of the text. --- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font. --- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor. --- @param[opt] scale number The scaling factor.<br/>
function Print.text(text, x, y, color, fixed, scale) function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end if color == shadow_color then shadow_color = Config.colors.light_grey end
@@ -18,12 +16,12 @@ end
--- Prints centered text with shadow. --- Prints centered text with shadow.
--- @within Print --- @within Print
--- @param text string The text to print. --- @param text string The text to print.<br/>
--- @param x number The x-coordinate for centering. --- @param x number The x-coordinate for centering.<br/>
--- @param y number The y-coordinate. --- @param y number The y-coordinate.<br/>
--- @param color number The color of the text. --- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font. --- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor. --- @param[opt] scale number The scaling factor.<br/>
function Print.text_center(text, x, y, color, fixed, scale) function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1 scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale) local text_width = print(text, 0, -6, 0, fixed, scale)

View File

@@ -2,10 +2,10 @@
--- Draws the top bar. --- Draws the top bar.
--- @within UI --- @within UI
--- @param title string The title text to display. --- @param title string The title text to display.<br/>
function UI.draw_top_bar(title) function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey) rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.green) Print.text(title, 3, 2, Config.colors.light_blue)
end end
--- Draws dialog window. --- Draws dialog window.
@@ -16,25 +16,25 @@ end
--- Draws a menu. --- Draws a menu.
--- @within UI --- @within UI
--- @param items table A table of menu items. --- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item. --- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu. --- @param x number The x-coordinate for the menu.<br/>
--- @param y number The y-coordinate for the menu. --- @param y number The y-coordinate for the menu.<br/>
function UI.draw_menu(items, selected_item, x, y) function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do for i, item in ipairs(items) do
local current_y = y + (i-1)*10 local current_y = y + (i-1)*10
if i == selected_item then if i == selected_item then
Print.text(">", x - 8, current_y, Config.colors.green) Print.text(">", x - 8, current_y, Config.colors.light_blue)
end end
Print.text(item.label, x, current_y, Config.colors.green) Print.text(item.label, x, current_y, Config.colors.light_blue)
end end
end end
--- Updates menu selection. --- Updates menu selection.
--- @within UI --- @within UI
--- @param items table A table of menu items. --- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item. --- @param selected_item number The current index of the selected item.<br/>
--- @return number The updated index of the selected item. --- @return number selected_item The updated index of the selected item.
function UI.update_menu(items, selected_item) function UI.update_menu(items, selected_item)
if Input.up() then if Input.up() then
Audio.sfx_beep() Audio.sfx_beep()
@@ -54,9 +54,9 @@ end
--- Wraps text. --- Wraps text.
--- @within UI --- @within UI
--- @param text string The text to wrap. --- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line. --- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return table A table of wrapped lines. --- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line) function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end if text == nil then return {""} end
local lines = {} local lines = {}
@@ -88,22 +88,23 @@ end
--- Creates a numeric stepper. --- Creates a numeric stepper.
--- @within UI --- @within UI
--- @param label string The label for the stepper. --- @param label string The label for the stepper.<br/>
--- @param value_getter function Function to get the current value. --- @param value_getter function Function to get the current value.<br/>
--- @param value_setter function Function to set the current value. --- @param value_setter function Function to set the current value.<br/>
--- @param min number The minimum value. --- @param min number The minimum value.<br/>
--- @param max number The maximum value. --- @param max number The maximum value.<br/>
--- @param step number The step increment. --- @param step number The step increment.<br/>
--- @param[opt] format string The format string for displaying the value. --- @param[opt] format string The format string for displaying the value.<br/>
--- @return result table A numeric stepper control definition. --- @return result table A numeric stepper control definition or nil. </br>
--- @return result.label string The label for the stepper. --- Fields: </br>
--- @return result.get function Function to get the current value. --- * label (string) The label for the stepper.<br/>
--- @return result.set function Function to set the current value. --- * get (function) Function to get the current value.<br/>
--- @return result.min number The minimum value. --- * set (function) Function to set the current value.<br/>
--- @return result.max number The maximum value. --- * min (number) The minimum value.<br/>
--- @return result.step number The step increment. --- * max (number) The maximum value.<br/>
--- @return result.format string The format string for displaying the value. --- * step (number) The step increment.<br/>
--- @return result.type string Control type identifier ("numeric_stepper"). --- * format (string) The format string for displaying the value.<br/>
--- * type (string) Control type identifier ("numeric_stepper").<br/>
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format) function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return { return {
label = label, label = label,
@@ -119,12 +120,13 @@ end
--- Creates an action item. --- Creates an action item.
--- @within UI --- @within UI
--- @param label string The label for the action item. --- @param label string The label for the action item.<br/>
--- @param action function The function to execute when the item is selected. --- @param action function The function to execute when the item is selected.<br/>
--- @return result table An action item control definition. --- @return result table An action item control definition or nil. </br>
--- @return result.label string The label for the action item. --- Fields: </br>
--- @return result.action function The function to execute when the item is selected. --- * label (string) The label for the action item.<br/>
--- @return result.type string Control type identifier ("action_item"). --- * action (function) The function to execute when the item is selected.<br/>
--- * type (string) Control type identifier ("action_item").<br/>
function UI.create_action_item(label, action) function UI.create_action_item(label, action)
return { return {
label = label, label = label,
@@ -135,8 +137,8 @@ end
--- Draws decision selector. --- Draws decision selector.
--- @within UI --- @within UI
--- @param decisions table A table of decision items. --- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision. --- @param selected_decision_index number The index of the selected decision.<br/>
function UI.draw_decision_selector(decisions, selected_decision_index) function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16 local bar_height = 16
local bar_y = Config.screen.height - bar_height local bar_y = Config.screen.height - bar_height
@@ -147,12 +149,66 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
local text_width = #decision_label * 4 local text_width = #decision_label * 4
local text_y = bar_y + 4 local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2 local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green) Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end end
end end
--- Draws the clock timer indicator as a circular progress bar in the top-left area.
--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
--- @within UI
function UI.draw_timer()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local m = Context.meters
local cx = 10
local cy = 20
local r_outer = 5
local r_inner = 3
local progress = m.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
--- Draws meters. --- Draws meters.
--- @within UI --- @within UI
function UI.draw_meters() function UI.draw_meters()
@@ -189,9 +245,9 @@ end
--- Updates decision selector. --- Updates decision selector.
--- @within UI --- @within UI
--- @param decisions table A table of decision items. --- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision. --- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number The updated index of the selected decision. --- @return number selected_decision_index The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index) function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then if Input.left() then
Audio.sfx_beep() Audio.sfx_beep()

View File

@@ -5,14 +5,14 @@
--- @within Util --- @within Util
--- @param array table The array to index. --- @param array table The array to index.
--- @param index number The desired index (can be out of bounds). --- @param index number The desired index (can be out of bounds).
--- @return number The wrapped index within the array's bounds. --- @return number index The wrapped index within the array's bounds.
function Util.safeindex(array, index) function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1 return ((index - 1 + #array) % #array) + 1
end end
--- Navigates to a screen by its ID. --- Navigates to a screen by its ID.
--- @within Util --- @within Util
--- @param screen_id string The ID of the screen to go to. --- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id) function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id) local screen = Screen.get_by_id(screen_id)
if screen then if screen then
@@ -26,7 +26,8 @@ end
--- Checks if a table contains a specific value. --- Checks if a table contains a specific value.
--- @within Util --- @within Util
--- @param t table The table to check. --- @param t table The table to check.
--- @param value any The value to look for. --- @param value any The value to look for.<br/>
--- @return boolean true if the value is found, false otherwise.
function Util.contains(t, value) function Util.contains(t, value)
for i = 1, #t do for i = 1, #t do
if t[i] == value then if t[i] == value then

View File

@@ -9,11 +9,12 @@ AudioTestWindow = {
--- Generates menu items for audio test. --- Generates menu items for audio test.
--- @within AudioTestWindow --- @within AudioTestWindow
--- @param list_func table List of audio functions. --- @param list_func table List of audio functions.<br/>
--- @param index_func number Current index of selected function. --- @param index_func number Current index of selected function.<br/>
--- @return result table Generated menu items, an array of menu item tables. --- @return result table Generated menu items, an array of menu item tables or nil. </br>
--- @return result.label string Display text for the menu item. --- Fields: </br>
--- @return result.decision function Called when the menu item is selected. --- * label (string) Display text for the menu item.<br/>
--- * decision (function) Called when the menu item is selected.<br/>
function AudioTestWindow.generate_menuitems(list_func, index_func) function AudioTestWindow.generate_menuitems(list_func, index_func)
return { return {
{ {
@@ -44,7 +45,7 @@ end
--- Generates list of audio functions. --- Generates list of audio functions.
--- @within AudioTestWindow --- @within AudioTestWindow
--- @return table A sorted list of audio function names. --- @return result table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc() function AudioTestWindow.generate_listfunc()
local result = {} local result = {}

View File

@@ -30,7 +30,7 @@ function ConfigurationWindow.draw()
local char_width = 4 local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12 local current_y = y_start + (i - 1) * 12
local color = Config.colors.green local color = Config.colors.light_blue
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local value = control.get() local value = control.get()
local label_text = control.label local label_text = control.label

View File

@@ -6,17 +6,24 @@ local _selected_decision_index = 1
--- @within GameWindow --- @within GameWindow
function GameWindow.draw() function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Screen.get_by_id(Context.game.current_screen)
if screen.background then Map.draw(screen.background) end if screen.background then
Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
UI.draw_top_bar(screen.name) UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then if not Context.stat_screen_active and #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index) UI.draw_decision_selector(_available_decisions, _selected_decision_index)
end end
Sprite.draw() Sprite.draw()
Focus.draw()
screen.draw()
end end
--- Updates the game window logic. --- Updates the game window logic.
--- @within GameWindow --- @within GameWindow
function GameWindow.update() function GameWindow.update()
Focus.update()
if Input.menu_back() then if Input.menu_back() then
Window.set_current("menu") Window.set_current("menu")
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
@@ -34,6 +41,8 @@ function GameWindow.update()
end end
end end
if Context.stat_screen_active then return end
-- Fetch and filter decisions locally -- Fetch and filter decisions locally
local all_decisions_for_screen = Decision.get_for_screen(screen) local all_decisions_for_screen = Decision.get_for_screen(screen)
_available_decisions = Decision.filter_available(all_decisions_for_screen) _available_decisions = Decision.filter_available(all_decisions_for_screen)
@@ -60,11 +69,13 @@ function GameWindow.update()
selected_decision.handle() selected_decision.handle()
end end
end end
end end
--- Sets the active window. --- Sets the active window.
--- @within GameWindow --- @within GameWindow
--- @param new_state string The ID of the new active window. --- @param new_state string The ID of the new active window.</br>
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Window.set_current(new_state) Window.set_current(new_state)
end end

View File

@@ -18,7 +18,7 @@ on than meets the eye.
--- @within IntroWindow --- @within IntroWindow
function IntroWindow.draw() function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green) Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue)
end end
--- Updates the intro window logic. --- Updates the intro window logic.

View File

@@ -3,8 +3,8 @@ local _windows = {}
--- Registers a window table. --- Registers a window table.
--- @within Window --- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu"). --- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., SplashWindow). --- @param window_table table The actual window module table (e.g., SplashWindow).</br>
function Window.register(id, window_table) function Window.register(id, window_table)
_windows[id] = window_table _windows[id] = window_table
end end
@@ -12,21 +12,23 @@ end
--- Retrieves a registered window table by its ID. --- Retrieves a registered window table by its ID.
--- @within Window --- @within Window
--- @param id string The ID of the window. --- @param id string The ID of the window.
--- @return result table The window module table. --- @return result table The window module table or nil. </br>
--- @return result.update function Called each frame to update window logic. --- Fields: </br>
--- @return result.draw function Called each frame to draw the window. --- * update (function) Called each frame to update window logic.<br/>
--- * draw (function) Called each frame to draw the window.<br/>
function Window.get(id) function Window.get(id)
return _windows[id] return _windows[id]
end end
--- Sets the currently active window. --- Sets the currently active window.
--- @within Window --- @within Window
--- @param id string The ID of the window to activate. --- @param id string The ID of the window to activate.</br>
function Window.set_current(id) function Window.set_current(id)
Context.current_window = id Context.current_window = id
end end
--- Gets the ID of the currently active window. --- Gets the ID of the currently active window.
--- This function is used by the main game loop to update and draw the active window.
--- @within Window --- @within Window
--- @return string The ID of the active window. --- @return string The ID of the active window.
function Window.get_current_id() function Window.get_current_id()

View File

@@ -2,16 +2,16 @@
--- Initializes DDR minigame state. --- Initializes DDR minigame state.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration. --- @param params table Optional parameters for configuration.<br/>
function MinigameDDRWindow.init(params) function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigame.configure_ddr(params) Context.minigame_ddr = Minigame.configure_ddr(params)
end end
--- Starts the DDR minigame. --- Starts the DDR minigame.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
--- @param return_window string The window ID to return to after the minigame. --- @param return_window string The window ID to return to after the minigame.</br>
--- @param[opt] song_key string The key of the song to play. --- @param[opt] song_key string The key of the song to play.</br>
--- @param[opt] params table Optional parameters for minigame configuration. --- @param[opt] params table Optional parameters for minigame configuration.</br>
function MinigameDDRWindow.start(return_window, song_key, params) function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params) MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or "game" Context.minigame_ddr.return_window = return_window or "game"
@@ -219,7 +219,7 @@ function MinigameDDRWindow.draw()
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
local bar_color = Config.colors.green local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
bar_color = Config.colors.item bar_color = Config.colors.item
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
@@ -232,7 +232,7 @@ function MinigameDDRWindow.draw()
if mg.target_arrows then if mg.target_arrows then
for _, target in ipairs(mg.target_arrows) do for _, target in ipairs(mg.target_arrows) do
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0 local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
local color = is_pressed and Config.colors.green or Config.colors.light_grey local color = is_pressed and Config.colors.light_blue or Config.colors.light_grey
draw_arrow(target.x, mg.target_y, target.dir, color) draw_arrow(target.x, mg.target_y, target.dir, color)
end end
end end
@@ -252,14 +252,14 @@ function MinigameDDRWindow.draw()
"PATTERN MODE - Frame:" .. mg.frame_counter, "PATTERN MODE - Frame:" .. mg.frame_counter,
Config.screen.width / 2, Config.screen.width / 2,
debug_y, debug_y,
Config.colors.green Config.colors.light_blue
) )
if mg.current_song and mg.current_song.pattern then if mg.current_song and mg.current_song.pattern then
Print.text_center( Print.text_center(
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, "Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
Config.screen.width / 2, Config.screen.width / 2,
debug_y + 10, debug_y + 10,
Config.colors.green Config.colors.light_blue
) )
end end
else else

View File

@@ -1,19 +1,23 @@
--- @section MinigameButtonMashWindow
--- Initializes button mash minigame state. --- Initializes button mash minigame state.
--- @within MinigameButtonMashWindow --- @within MinigameButtonMashWindow
--- @param params table Optional parameters for configuration. --- @param params table Optional parameters for configuration.<br/>
function MinigameButtonMashWindow.init(params) function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigame.configure_button_mash(params) Context.minigame_button_mash = Minigame.configure_button_mash(params)
end end
--- Starts the button mash minigame. --- Starts the button mash minigame.
--- @within MinigameButtonMashWindow --- @within MinigameButtonMashWindow
--- @param return_window string The window ID to return to after the minigame. --- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration. --- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameButtonMashWindow.start(return_window, params) function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params) MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or "game" local mg = Context.minigame_button_mash
mg.return_window = return_window or "game"
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_button_mash") Window.set_current("minigame_button_mash")
end end
@@ -31,6 +35,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window) Window.set_current(mg.return_window)
return return
end end
@@ -42,6 +47,9 @@ function MinigameButtonMashWindow.update()
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
end end
if mg.focus_center_x then
Focus.set_percentage(mg.bar_fill / mg.max_fill)
end
end end
--- Draws button mash minigame. --- Draws button mash minigame.
@@ -51,12 +59,14 @@ function MinigameButtonMashWindow.draw()
if mg.return_window == "game" then if mg.return_window == "game" then
GameWindow.draw() GameWindow.draw()
end end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
local bar_color = Config.colors.green local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
bar_color = Config.colors.item bar_color = Config.colors.item
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
@@ -66,7 +76,7 @@ function MinigameButtonMashWindow.draw()
end end
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
button_color = Config.colors.green button_color = Config.colors.light_blue
end end
circb(mg.button_x, mg.button_y, mg.button_size, button_color) circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then

View File

@@ -2,18 +2,24 @@
--- Initializes rhythm minigame state. --- Initializes rhythm minigame state.
--- @within MinigameRhythmWindow --- @within MinigameRhythmWindow
--- @param params table Optional parameters for configuration. --- @param params table Optional parameters for configuration.<br/>
function MinigameRhythmWindow.init(params) function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigame.configure_rhythm(params) Context.minigame_rhythm = Minigame.configure_rhythm(params)
end end
--- Starts the rhythm minigame. --- Starts the rhythm minigame.
--- @within MinigameRhythmWindow --- @within MinigameRhythmWindow
--- @param return_window string The window ID to return to after the minigame. --- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration. --- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameRhythmWindow.start(return_window, params) function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params) MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game" local mg = Context.minigame_rhythm
mg.return_window = return_window or "game"
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_rhythm") Window.set_current("minigame_rhythm")
end end
@@ -53,12 +59,16 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then if mg.score >= mg.max_score then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window) Window.set_current(mg.return_window)
return return
end end
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
end end
if mg.focus_center_x then
Focus.set_percentage(1 - mg.score / mg.max_score)
end
end end
--- Draws rhythm minigame. --- Draws rhythm minigame.
@@ -68,14 +78,16 @@ function MinigameRhythmWindow.draw()
if mg.return_window == "game" then if mg.return_window == "game" then
GameWindow.draw() GameWindow.draw()
end end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey) rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
local target_left = mg.target_center - (mg.target_width / 2) local target_left = mg.target_center - (mg.target_width / 2)
local target_x = mg.bar_x + (target_left * mg.bar_width) local target_x = mg.bar_x + (target_left * mg.bar_width)
local target_width_pixels = mg.target_width * mg.bar_width local target_width_pixels = mg.target_width * mg.bar_width
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green) rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
local line_x = mg.bar_x + (mg.line_position * mg.bar_width) local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
@@ -88,7 +100,7 @@ function MinigameRhythmWindow.draw()
) )
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
button_color = Config.colors.green button_color = Config.colors.light_blue
end end
circb(mg.button_x, mg.button_y, mg.button_size, button_color) circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then

View File

@@ -9,7 +9,7 @@ local LINE_HEIGHT = 8
--- Displays a popup window. --- Displays a popup window.
--- @within PopupWindow --- @within PopupWindow
--- @param content_strings table A table of strings to display in the popup. --- @param content_strings table A table of strings to display in the popup.</br>
function PopupWindow.show(content_strings) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} Context.popup.content = content_strings or {}
@@ -39,7 +39,7 @@ end
function PopupWindow.draw() function PopupWindow.draw()
if Context.popup.show then if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black) rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.green) rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.light_blue)
local current_y = TEXT_MARGIN_Y local current_y = TEXT_MARGIN_Y
for _, line in ipairs(Context.popup.content) do for _, line in ipairs(Context.popup.content) do
@@ -47,6 +47,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end end
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green) Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.light_blue)
end end
end end

View File

@@ -1,5 +1,3 @@
--- @section SplashWindow
--- Draws the splash window. --- Draws the splash window.
--- @within SplashWindow --- @within SplashWindow
function SplashWindow.draw() function SplashWindow.draw()