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Author SHA1 Message Date
2297f1b6e0 - devcontainer: tic80 compiles and graphics runs, tested on linux
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ci/woodpecker/push/woodpecker Pipeline was successful
2026-04-16 22:03:20 +02:00
5ae1eec48a - task #134: randomize placement of characters
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ci/woodpecker/push/woodpecker Pipeline was successful
2026-04-09 20:47:59 +02:00
7 changed files with 188 additions and 14 deletions

27
.devcontainer/Dockerfile Normal file
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@@ -0,0 +1,27 @@
FROM alpine:3.23
RUN apk update && apk add --no-cache \
xeyes \
jack \
git \
luarocks \
mc \
make \
cmake \
ruby \
bash \
curl \
ca-certificates \
g++ \
pulseaudio \
mesa-dev \
mesa-gles \
glu-dev
RUN git clone --recursive --depth=1 https://github.com/nesbox/TIC-80.git /root/TIC-80 \
&& cd /root/TIC-80/build \
&& cmake -DBUILD_PRO=1 .. \
&& make -j$(nproc) \
&& make install
CMD ["/bin/sh"]

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@@ -0,0 +1,33 @@
// For format details, see https://aka.ms/devcontainer.json. For config options, see the
// README at: https://github.com/devcontainers/templates/tree/main/src/alpine
{
"name": "Alpine Edge",
"build": {
"dockerfile": "Dockerfile"
},
"mounts": [
{
"source": "/tmp/.X11-unix",
"target": "/tmp/.X11-unix",
"type": "bind"
}
],
"containerEnv": {
"DISPLAY": "${localEnv:DISPLAY}",
"PULSE_SERVER": "tcp:host.docker.internal:4713"
},
"postCreateCommand": "if [ -n \"$WSL_DISTRO_NAME\" ]; then echo 'export DISPLAY=host.docker.internal:0.0' >> ~/.bashrc; fi"
// Or use a Dockerfile or Docker Compose file. More info: https://containers.dev/guide/dockerfile
// Features to add to the dev container. More info: https://containers.dev/features.
// "features": {},
// Use 'forwardPorts' to make a list of ports inside the container available locally.
// "forwardPorts": [],
// Configure tool-specific properties.
// "customizations": {},
// Uncomment to connect as root instead. More info: https://aka.ms/dev-containers-non-root.
// "remoteUser": "root"
}

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@@ -28,6 +28,7 @@ function Context.initial_data()
return { return {
current_menu_item = 1, current_menu_item = 1,
test_mode = false, test_mode = false,
mouse_trace = false,
popup = { popup = {
show = false, show = false,
content = {} content = {}
@@ -46,6 +47,8 @@ function Context.initial_data()
have_done_work_today = false, have_done_work_today = false,
should_ascend = false, should_ascend = false,
have_met_sumphore = false, have_met_sumphore = false,
office_sprites = {},
walking_to_office_sprites = {},
game = { game = {
current_screen = "home", current_screen = "home",
}, },

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@@ -8,21 +8,43 @@ Screen.register({
}, },
init = function() init = function()
Audio.music_play_room_work() Audio.music_play_room_work()
Context.have_been_to_office = true
local possible_sprites = {
"dev_project_manager",
"dev_hr_girl",
"dev_introvert",
"dev_extrovert",
"dev_guru",
"dev_operator",
{id="dev_buddy", y_correct=1 * 8},
{id="dev_boy", y_correct=1 * 8},
{id="dev_girl", y_correct=1 * 8}
}
local possible_positions = {
{x = 6 * 8, y = 4 * 8},
{x = 10 * 8, y = 11 * 8 + 4},
{x = 12 * 8, y = 4 * 8},
{x = 15 * 8, y = 9 * 8},
{x = 16 * 8, y = 4 * 8},
{x = 17 * 8, y = 8 * 8},
{x = 17 * 8, y = 11 * 8},
{x = 20 * 8, y = 4 * 8},
{x = 23 * 8, y = 5 * 8},
{x = 22 * 8, y = 10 * 8 + 4},
{x = 27 * 8, y = 10 * 8 + 4},
{x = -4 + 5 * 8, y = 9 * 8}
}
Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
end, end,
background = "office", background = "office",
draw = function() draw = function()
if Window.get_current_id() == "game" then if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8) Sprite.draw_at("norman", 13 * 8, 9 * 8)
Sprite.draw_at("dev_buddy", 15 * 8, 9 * 8)
Sprite.draw_at("dev_project_manager", 6 * 8, 4 * 8) Sprite.draw_list(Context.office_sprites)
Sprite.draw_at("dev_hr_girl", 12 * 8, 4 * 8)
Sprite.draw_at("dev_introvert", -4 + 5 * 8, 9 * 8)
Sprite.draw_at("dev_extrovert", 20 * 8, 4 * 8)
Sprite.draw_at("dev_girl", 23 * 8, 5 * 8)
Sprite.draw_at("dev_boy", 10 * 8, 11 * 8 + 4)
Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4)
Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4)
end end
Context.have_been_to_office = true
end end
}) })

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@@ -8,6 +8,28 @@ Screen.register({
}, },
init = function() init = function()
Audio.music_play_room_work() Audio.music_play_room_work()
local possible_sprites = {
"matrix_trinity",
"matrix_neo",
{id="matrix_oraculum", y_correct=1 * 8},
"matrix_architect"
}
local possible_positions = {
{x = 5 * 8, y = 11 * 8},
{x = 7 * 8, y = 11 * 8},
{x = 9 * 8, y = 11 * 8},
{x = 11 * 8, y = 11 * 8},
{x = 13 * 8, y = 11 * 8},
{x = 15 * 8, y = 11 * 8},
{x = 18 * 8, y = 11 * 8},
{x = 21 * 8, y = 11 * 8},
{x = 24 * 8, y = 11 * 8},
{x = 27 * 8, y = 11 * 8},
}
Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
end, end,
background = "street", background = "street",
draw = function() draw = function()
@@ -16,10 +38,8 @@ Screen.register({
Sprite.draw_at("sumphore", 9 * 8, 2 * 8) Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8) Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8) Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
Sprite.draw_at("matrix_trinity", 5 * 8, 11 * 8)
Sprite.draw_at("matrix_neo", 7 * 8, 11 * 8) Sprite.draw_list(Context.walking_to_office_sprites)
Sprite.draw_at("matrix_oraculum", 9 * 8, 12 * 8)
Sprite.draw_at("matrix_architect", 11 * 8, 11 * 8)
end end
end end
}) })

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@@ -73,6 +73,70 @@ function Sprite.generate_table(width, height, starting_s, x_base, y_base, x_step
return sprites return sprites
end end
--- Immediately draws a list of sprites
--- @within Sprite
--- @param sprite_list table An array of tables, each containing: `id` (string) sprite identifier, `x` (number) x-coordinate, `y` (number) y-coordinate, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` parameters.
function Sprite.draw_list(sprite_list)
for _, sprite_info in ipairs(sprite_list) do
local sprite_data = _sprites[sprite_info.id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. sprite_info.id)
else
draw_sprite_instance(sprite_data, sprite_info)
end
end
end
--- Given a list of sprite IDs (or sprite entries with correction offsets) and a list of possible positions, randomly assigns each sprite to a unique position and returns a drawable list.
--- @within Sprite
--- @param sprite_ids table An array of sprite identifier values or tables.
--- Each entry may be either:
--- - string: sprite ID to draw.
--- - table: { sprite_id = string, x_correct = number, y_correct = number }.
--- @param positions table An array of tables, each containing `x` and `y` fields for possible sprite positions.
function Sprite.list_randomize(sprite_ids, positions)
if #sprite_ids > #positions then
trace("Error: More sprite IDs than available positions in Sprite.draw_randomized")
return
end
local shuffled_positions = {}
for i, pos in ipairs(positions) do
shuffled_positions[i] = pos
end
for i = #shuffled_positions, 2, -1 do
local j = math.random(i)
shuffled_positions[i], shuffled_positions[j] = shuffled_positions[j], shuffled_positions[i]
end
local drawable_list = {}
for i, sprite_entry in ipairs(sprite_ids) do
local sprite_id = sprite_entry
local x_correct = 0
local y_correct = 0
if type(sprite_entry) == "table" then
sprite_id = sprite_entry.sprite_id or sprite_entry.id
x_correct = sprite_entry.x_correct or 0
y_correct = sprite_entry.y_correct or 0
end
local sprite_data = _sprites[sprite_id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. tostring(sprite_id))
else
local pos = shuffled_positions[i]
table.insert(drawable_list, {
id = sprite_id,
x = pos.x + x_correct,
y = pos.y + y_correct
})
end
end
return drawable_list
end
--- Schedules a sprite for drawing. --- Schedules a sprite for drawing.
--- @within Sprite --- @within Sprite
--- @param id string The unique identifier of the sprite.<br/> --- @param id string The unique identifier of the sprite.<br/>

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@@ -10,6 +10,11 @@ function Mouse.update()
_consumed = false _consumed = false
local mt = {mouse()} local mt = {mouse()}
_mx, _my, _mleft = mt[1], mt[2], mt[3] _mx, _my, _mleft = mt[1], mt[2], mt[3]
-- trace mouse position and tile for testing purposes
if Context.test_mode and Context.mouse_trace then
trace("Mouse: (" .. _mx .. "," .. _my .. "), tile: (" .. math.floor(_mx / 8) .. "," .. math.floor(_my / 8) .. ")")
end
end end
--- Returns current mouse X position. --- Returns current mouse X position.