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Author SHA1 Message Date
c88562ae69 add precommit hook
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2026-02-18 10:28:07 +01:00
1d06376826 Merge pull request 'make lint target' (#4) from feature/linter into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/4
2026-02-18 07:53:24 +00:00
7a57c15eeb header file path fix
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2026-02-18 08:52:56 +01:00
3922f51c8e linter fixes
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2026-02-18 08:49:54 +01:00
f589b9bbca make lint target
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2026-02-17 23:38:31 +01:00
3abe426e3a Merge pull request 'feature/refactor-npc-handling-to-desition-handling' (#3) from feature/refactor-npc-handling-to-desition-handling into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/3
2026-02-17 20:58:47 +00:00
9eef8fd6e0 Util.go_to_screen_by_id
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2026-02-17 21:58:22 +01:00
0357eb415e desition and screen magement refactor 2026-02-17 21:54:49 +01:00
11b92f64d6 DesitionManager 2026-02-17 21:02:20 +01:00
d1720a0a50 named desition handler functions 2026-02-17 20:56:06 +01:00
31b98dcdf6 fix DesitionSelector arrows 2026-02-17 20:48:58 +01:00
ec84f23ad5 base loop 2026-02-17 20:45:57 +01:00
99b178262f DesitionSelector 2026-02-17 20:36:04 +01:00
d20ef85ceb rename action to desition 2026-02-17 20:26:42 +01:00
ef4876b083 remove npc and item handling 2026-02-17 20:23:11 +01:00
9a65891afa remove items and npcs 2026-02-17 16:51:30 +01:00
38 changed files with 567 additions and 712 deletions

44
.luacheckrc Normal file
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@@ -0,0 +1,44 @@
-- .luacheckrc
-- Configuration for luacheck
globals = {
"Util",
"DesitionManager",
"ScreenManager",
"UI",
"Print",
"Input",
"Audio",
"Context",
"mset",
"mget",
"btnp",
"keyp",
"music",
"sfx",
"rect",
"rectb",
"circ",
"circb",
"cls",
"tri",
"Songs",
"frame_from_beat",
"beats_to_pattern",
"MapBedroom",
"TIC",
"exit",
"trace",
"index_menu",
}
-- Exclude certain warnings globally
exclude_warnings = {
"undefined_global", -- Will be covered by 'globals' table
"redefined_loop_variable", -- Common in Lua for iterators
}
-- Options for unused variables
std = "lua51" -- Assuming Lua 5.1, common for TIC-80

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@@ -16,6 +16,9 @@ ASSETS_LUA = inc/meta/meta.assets.lua
ASSETS_DIR = assets
ASSET_TYPES = tiles sprites sfx music
LINT_TMP_LUA := /tmp/_lint_combined.lua
LINT_TMP_MAP := /tmp/_lint_map.txt
# CI/CD variables
VERSION_FILE = .version
GAME_LANG ?= lua
@@ -76,6 +79,68 @@ define f_export_asset_awk
cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3)
endef
lint:
@echo "==> Merging..."
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
@touch $(LINT_TMP_LUA)
@line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \
[ -z "$$f" ] && continue; \
before=$$(wc -l < $(LINT_TMP_LUA)); \
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
printf '\n' >> $(LINT_TMP_LUA); \
after=$$(wc -l < $(LINT_TMP_LUA)); \
linecount=$$((after - before)); \
echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \
line=$$((line + linecount)); \
done < $(ORDER)
@echo "==> luacheck..."
@LINT_OUTPUT=$$(luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
BEGIN { \
NR_map = 0; \
while ((getline line < map) > 0) { \
n = split(line, a, " "); \
start[NR_map] = a[1]+0; \
count[NR_map] = a[2]+0; \
fname[NR_map] = a[3]; \
NR_map++; \
} \
} \
/^[^:]+:[0-9]+:[0-9]+:/ { \
colon1 = index($$0, ":"); \
rest1 = substr($$0, colon1+1); \
colon2 = index(rest1, ":"); \
absline = substr(rest1, 1, colon2-1) + 0; \
rest2 = substr(rest1, colon2+1); \
colon3 = index(rest2, ":"); \
col = substr(rest2, 1, colon3-1); \
rest = substr(rest2, colon3); \
found = 0; \
for (i = 0; i < NR_map; i++) { \
end_line = start[i] + count[i] -1; \
if (absline >= start[i] && absline <= end_line) { \
relline = absline - start[i] + 1; \
print fname[i] ":" relline ":" col ":" rest; \
found = 1; \
break; \
} \
} \
if (!found) print $$0; \
next; \
} \
{ print } \
'); \
echo "$$LINT_OUTPUT"; \
NUM_ISSUES=$$(echo "$$LINT_OUTPUT" | grep -cE "^[^:]+:[0-9]+:[0-9]+:"); \
if [ "$$NUM_ISSUES" -gt 0 ]; then \
echo "Total: $$NUM_ISSUES issue(s) found, commit aborted."; \
exit 1; \
else \
echo "Checking /tmp/_lint_combined.lua OK"; \
echo "Total: 0 warnings / 0 errors in 1 file"; \
fi
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
export_assets:
# $(OUTPUT) would be a circular dependency
@test -e $(OUTPUT)
@@ -95,7 +160,7 @@ clean:
# CI/CD Targets
ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc-meta-meta.header.lua | head -n 1 | tr -d "[:space:]"); \
@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 \
@@ -125,7 +190,20 @@ ci-update:
echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
.PHONY: all build export watch import_assets export_assets clean ci-version ci-export ci-upload ci-update
install_precommit_hook:
@echo "Installing Git pre-commit hook (lint check)..."
@mkdir -p .git/hooks
@printf '#!/bin/bash\n' > .git/hooks/pre-commit
@printf 'echo "Running lint before commit..."\n' >> .git/hooks/pre-commit
@printf 'make lint\n' >> .git/hooks/pre-commit
@printf 'if [ $$? -ne 0 ]; then\n' >> .git/hooks/pre-commit
@printf ' echo "Lint failed! Commit aborted."\n' >> .git/hooks/pre-commit
@printf ' exit 1\n' >> .git/hooks/pre-commit
@printf 'fi\n' >> .git/hooks/pre-commit
@chmod +x .git/hooks/pre-commit
@echo "Pre-commit hook installed successfully."
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100

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@@ -1,13 +1,26 @@
meta/meta.header.lua
init/init.modules.lua
init/init.config.lua
system/system.util.lua
init/init.windows.lua
desition/desition.manager.lua
desition/desition.go_to_home.lua
desition/desition.go_to_toilet.lua
desition/desition.go_to_walking_to_office.lua
desition/desition.go_to_office.lua
desition/desition.go_to_walking_to_home.lua
desition/desition.play_button_mash.lua
desition/desition.play_rhythm.lua
desition/desition.play_ddr.lua
screen/screen.manager.lua
screen/screen.home.lua
screen/screen.toilet.lua
screen/screen.walking_to_office.lua
screen/screen.office.lua
screen/screen.walking_to_home.lua
init/init.context.lua
data/data.songs.lua
system/system.print.lua
system/system.util.lua
entity/entity.npc.lua
entity/entity.item.lua
system/system.input.lua
system/system.audio.lua
system/system.ui.lua

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@@ -8,7 +8,6 @@ Songs = {
bpm = 120, -- Beats per minute (for reference)
fps = 60, -- Frames per second (TIC-80 default)
end_frame = 570, -- Frame when song ends (last note)
-- Arrow spawn pattern
-- Each entry defines when (in frames) and which direction arrow spawns
-- Formula: frame = (beat / bpm) * 60 * fps
@@ -19,13 +18,11 @@ Songs = {
{frame = 60, dir = "down"},
{frame = 90, dir = "up"},
{frame = 120, dir = "right"},
-- Beat 5-8 (faster)
{frame = 135, dir = "left"},
{frame = 150, dir = "right"},
{frame = 165, dir = "left"},
{frame = 180, dir = "right"},
-- Beat 9-12 (complex pattern)
{frame = 210, dir = "left"},
{frame = 210, dir = "right"}, -- simultaneous
@@ -33,7 +30,6 @@ Songs = {
{frame = 240, dir = "down"}, -- simultaneous
{frame = 270, dir = "left"},
{frame = 300, dir = "right"},
-- Beat 13-16 (rapid sequence)
{frame = 330, dir = "left"},
{frame = 345, dir = "down"},
@@ -43,7 +39,6 @@ Songs = {
{frame = 405, dir = "down"},
{frame = 420, dir = "up"},
{frame = 435, dir = "right"},
-- Beat 17-20 (finale)
{frame = 465, dir = "up"},
{frame = 465, dir = "down"},
@@ -60,7 +55,6 @@ Songs = {
bpm = 120, -- Beats per minute (for reference)
fps = 60, -- Frames per second (TIC-80 default)
end_frame = 570, -- Frame when song ends (last note)
-- Arrow spawn pattern
-- Each entry defines when (in frames) and which direction arrow spawns
-- Formula: frame = (beat / bpm) * 60 * fps
@@ -71,13 +65,11 @@ Songs = {
{frame = 60, dir = "down"},
{frame = 90, dir = "up"},
{frame = 120, dir = "right"},
-- Beat 5-8 (faster)
{frame = 135, dir = "left"},
{frame = 150, dir = "right"},
{frame = 165, dir = "left"},
{frame = 180, dir = "right"},
-- Beat 9-12 (complex pattern)
{frame = 210, dir = "left"},
{frame = 210, dir = "right"}, -- simultaneous
@@ -85,7 +77,6 @@ Songs = {
{frame = 240, dir = "down"}, -- simultaneous
{frame = 270, dir = "left"},
{frame = 300, dir = "right"},
-- Beat 13-16 (rapid sequence)
{frame = 330, dir = "left"},
{frame = 345, dir = "down"},
@@ -95,7 +86,6 @@ Songs = {
{frame = 405, dir = "down"},
{frame = 420, dir = "up"},
{frame = 435, dir = "right"},
-- Beat 17-20 (finale)
{frame = 465, dir = "up"},
{frame = 465, dir = "down"},

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@@ -0,0 +1,8 @@
DesitionManager.register({
id = "go_to_home",
label = "Go to Home",
handle = function()
Util.go_to_screen_by_id("home")
end,
condition = function() return true end
})

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@@ -0,0 +1,8 @@
DesitionManager.register({
id = "go_to_office",
label = "Go to Office",
handle = function()
Util.go_to_screen_by_id("office")
end,
condition = function() return true end
})

View File

@@ -0,0 +1,8 @@
DesitionManager.register({
id = "go_to_toilet",
label = "Go to Toilet",
handle = function()
Util.go_to_screen_by_id("toilet")
end,
condition = function() return true end
})

View File

@@ -0,0 +1,8 @@
DesitionManager.register({
id = "go_to_walking_to_home",
label = "Go to Walking to home",
handle = function()
Util.go_to_screen_by_id("walking_to_home")
end,
condition = function() return true end
})

View File

@@ -0,0 +1,8 @@
DesitionManager.register({
id = "go_to_walking_to_office",
label = "Go to Walking to office",
handle = function()
Util.go_to_screen_by_id("walking_to_office")
end,
condition = function() return true end
})

View File

@@ -0,0 +1,41 @@
DesitionManager = {}
local _desitions = {} -- Private table to store all desitions
-- Registers a decision object with the manager
-- desition_object: A table containing id, label, handle(), and condition()
function DesitionManager.register(desition_object)
if not desition_object or not desition_object.id then
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
return
end
if not desition_object.label then
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
return
end
-- Ensure handle() and condition() methods exist with defaults if missing
if not desition_object.condition then
desition_object.condition = function() return true end
end
if not desition_object.handle then
desition_object.handle = function() end
end
if _desitions[desition_object.id] then
-- Optional: warning if overwriting an existing desition
trace("Warning: Overwriting desition with id: " .. desition_object.id)
end
_desitions[desition_object.id] = desition_object
end
-- Retrieves a desition by its id
-- id: unique string identifier of the desition
-- Returns the desition object, or nil if not found
function DesitionManager.get(id)
return _desitions[id]
end
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
function DesitionManager.get_all()
return _desitions
end

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@@ -0,0 +1,6 @@
DesitionManager.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -0,0 +1,6 @@
DesitionManager.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
})

View File

@@ -0,0 +1,6 @@
DesitionManager.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

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@@ -1,7 +0,0 @@
function Item.use()
Print.text("Used item: " .. Context.dialog.active_entity.name)
end
function Item.look_at()
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
end

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@@ -1,13 +0,0 @@
function NPC.talk_to()
local npc = Context.dialog.active_entity
if npc.dialog and npc.dialog.start then
PopupWindow.set_dialog_node("start")
else
-- if no dialog, go back
GameWindow.set_state(WINDOW_GAME)
end
end
function NPC.fight() end
function NPC.go_back()
GameWindow.set_state(WINDOW_GAME)
end

View File

@@ -8,7 +8,6 @@ local DEFAULT_CONFIG = {
light_grey = 13,
dark_grey = 14,
green = 6,
npc = 8,
item = 12 -- yellow
},
player = {
@@ -29,19 +28,26 @@ local Config = {
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
function Config.save()
-- Save physics settings
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
-- Config has been saved, load values
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else
-- No saved config, restore defaults
Config.restore_defaults()
-- Check if config has been saved before using a magic value
end
end
function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
-- Any other configurable items should be reset here
end

View File

@@ -5,17 +5,17 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
-- Helper for deep copying tables
local function clone_table(t)
local copy = {}
for k, v in pairs(t) do
if type(v) == "table" then
copy[k] = clone_table(v)
else
copy[k] = v
end
end
return copy
end
-- local function clone_table(t)
-- local copy = {}
-- for k, v in pairs(t) do
-- if type(v) == "table" then
-- copy[k] = clone_table(v)
-- else
-- copy[k] = v
-- end
-- end
-- return copy
-- end
-- This function returns a table containing only the initial *data* for Context
local function get_initial_data()
@@ -24,17 +24,23 @@ local function get_initial_data()
intro = {
y = Config.screen.height,
speed = 0.5,
text = "Norman Reds everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
text = [[Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath the surface
— within him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.]]
},
current_screen = 1,
splash_timer = Config.timing.splash_duration,
dialog = {
text = "",
menu_items = {},
selected_menu_item = 1,
active_entity = nil,
showing_description = false,
current_node_key = nil
popup = { -- New popup table
show = false,
content = {} -- Array of strings
},
player = {
sprite_id = Config.player.sprite_id
@@ -47,390 +53,9 @@ local function get_initial_data()
},
menu_items = {},
selected_menu_item = 1,
selected_desition_index = 1, -- New desition index
game_in_progress = false, -- New flag
screens = clone_table({
{
name = "Screen 1",
npcs = {
{
name = "Button Mash Minigame",
sprite_id = 4,
dialog = {
start = {
text = "Ready to test your reflexes? Prove your speed!",
options = {
{label = "Let's do it!", next_node = "__MINIGAME_BUTTON_MASH__"},
{label = "Not now.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Come back when you're ready.",
options = {}
}
}
},
{
name = "Trinity",
sprite_id = 2,
dialog = {
start = {
text = "Hello, Neo.",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "My name is not Neo.", next_node = "not_neo"},
{label = "...", next_node = "silent"}
}
},
who_are_you = {
text = "I am Trinity. I've been looking for you.",
options = {
{label = "The famous hacker?", next_node = "famous_hacker"},
{label = "Why me?", next_node = "why_me"}
}
},
not_neo = {
text = "I know. But you will be.",
options = {
{label = "What are you talking about?", next_node = "who_are_you"}
}
},
silent = {
text = "You're not much of a talker, are you?",
options = {
{label = "I guess not.", next_node = "dialog_end"}
}
},
famous_hacker = {
text = "The one and only.",
options = {
{label = "Wow.", next_node = "dialog_end"}
}
},
why_me = {
text = "Morpheus believes you are The One.",
options = {
{label = "The One?", next_node = "the_one"}
}
},
the_one = {
text = "The one who will save us all.",
options = {
{label = "I'm just a programmer.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "We'll talk later.",
options = {} -- No options, ends conversation
}
}
},
{
name = "Oracle",
sprite_id = 3,
dialog = {
start = {
text = "I know what you're thinking. 'Am I in the right place?'",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "I guess I am.", next_node = "you_are"}
}
},
who_are_are = {
text = "I'm the Oracle. And you're right on time. Want a cookie?",
options = {
{label = "Sure.", next_node = "cookie"},
{label = "No, thank you.", next_node = "no_cookie"}
}
},
you_are = {
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
options = {
{label = "Yes, please.", next_node = "cookie"},
{label = "I'm good.", next_node = "no_cookie"}
}
},
cookie = {
text = "Here you go. Now, what's really on your mind?",
options = {
{label = "Am I The One?", next_node = "the_one"},
{label = "What is the Matrix?", next_node = "the_matrix"}
}
},
no_cookie = {
text = "Suit yourself. Now, what's troubling you?",
options = {
{label = "Am I The One?", next_node = "the_one"},
{label = "What is the Matrix?", next_node = "the_matrix"}
}
},
the_one = {
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
options = {
{label = "So I'm not?", next_node = "dialog_end"}
}
},
the_matrix = {
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
options = {
{label = "I see.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "You have to understand, most of these people are not ready to be unplugged.",
options = {}
}
}
},
},
items = {
{
name = "Key",
sprite_id = 4,
desc = "A rusty old key. It might open something."
}
}
},
{
-- Screen 2
name = "Screen 2",
npcs = {
{
name = "Rhythm Master",
sprite_id = 4,
dialog = {
start = {
text = "Test your timing! Hit the mark when the moment is right.",
options = {
{label = "Let's go!", next_node = "__MINIGAME_RHYTHM__"},
{label = "Not now.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Come back when you're ready to test your reflexes.",
options = {}
}
}
},
{
name = "Morpheus",
sprite_id = 5,
dialog = {
start = {
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
options = {
{label = "It's an honor to meet you.", next_node = "honor"},
{label = "You've been looking for me.", next_node = "looking_for_me"}
}
},
honor = {
text = "No, the honor is mine.",
options = {
{label = "What is this place?", next_node = "what_is_this_place"}
}
},
looking_for_me = {
text = "I have. For some time.",
options = {
{label = "What is this place?", next_node = "what_is_this_place"}
}
},
what_is_this_place = {
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
options = {
{label = "Right.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "I've been waiting for you, Neo. We have much to discuss.",
options = {} -- Ends conversation
}
}
},
{
name = "Tank",
sprite_id = 6,
dialog = {
start = {
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
options = {
{label = "Good to meet you.", next_node = "good_to_meet_you"},
{label = "This place is incredible.", next_node = "incredible"}
}
},
good_to_meet_you = {
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
options = {
{label = "Training?", next_node = "training"},
{label = "I'm good for now.", next_node = "dialog_end"}
}
},
incredible = {
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
options = {
{label = "Show me.", next_node = "training"}
}
},
training = {
text = "Jujitsu? Kung Fu? How about... all of them?",
options = {
{label = "All of them.", next_node = "all_of_them"}
}
},
all_of_them = {
text = "Operator, load the combat training program.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Just holler if you need anything. Anything at all.",
options = {}
}
}
}
},
items = {
{
name = "Potion",
sprite_id = 7,
desc = "A glowing red potion. It looks potent."
}
}
},
{
-- Screen 3
name = "Screen 3",
npcs = {
{
name = "DDR Rhythm Master",
sprite_id = 4,
dialog = {
start = {
text = "Test your reflexes! Hit the arrows in time with the music. Choose your difficulty:",
options = {
{label = "Test Song", next_node = "test"},
{label = "Test Song 2", next_node = "test_2"},
{label = "Random Mode", next_node = "random"},
{label = "Not now.", next_node = "dialog_end"}
}
},
test = {
text = "Test song selected. Show me what you got!",
options = {
{label = "Start!", next_node = "__MINIGAME_DDR:test_song__"}
}
},
test_2 = {
text = "Test song 2 selected. Show me what you got!",
options = {
{label = "Start!", next_node = "__MINIGAME_DDR:test_song_2__"}
}
},
random = {
text = "Random arrows! No pattern, just react!",
options = {
{label = "Start!", next_node = "__MINIGAME_DDR__"}
}
},
dialog_end = {
text = "Come back when you're ready to dance!",
options = {}
}
}
},
{
name = "Agent Smith",
sprite_id = 8,
dialog = {
start = {
text = "Mr. Anderson. We've been expecting you.",
options = {
{label = "My name is Neo.", next_node = "name_is_neo"},
{label = "...", next_node = "silent"}
}
},
name_is_neo = {
text = "Whatever you say. You're here for a reason.",
options = {
{label = "What reason?", next_node = "what_reason"}
}
},
silent = {
text = "The silent type. It doesn't matter. You are an anomaly.",
options = {
{label = "What do you want?", next_node = "what_reason"}
}
},
what_reason = {
text = "To be deleted. The system has no place for your kind.",
options = {
{label = "I won't let you.", next_node = "wont_let_you"}
}
},
wont_let_you = {
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
dialog_end = {
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
options = {}
}
}
},
{
name = "Cypher",
sprite_id = 9,
dialog = {
start = {
text = "Well, well. The new messiah. Welcome to the real world.",
options = {
{label = "You don't seem happy.", next_node = "not_happy"},
{label = "...", next_node = "silent"}
}
},
not_happy = {
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
options = {
{label = "For freedom.", next_node = "freedom"}
}
},
silent = {
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
options = {
{label = "Sure.", next_node = "drink"},
{label = "No thanks.", next_node = "no_drink"}
}
},
drink = {
text = "Good stuff. The little things you miss, you know? Like a good steak.",
options = {
{label = "I guess.", next_node = "dialog_end"}
}
},
no_drink = {
text = "Your loss. More for me.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
freedom = {
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
options = {
{label = "He's our leader.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Just be careful who you trust.",
options = {}
}
}
}
},
items = {}
}
})
screens = {} -- Initialize as empty, populated on reset
}
end
@@ -450,6 +75,22 @@ local function reset_context_to_initial_state()
for k, v in pairs(initial_data) do
Context[k] = v
end
-- Populate Context.screens from ScreenManager, ensuring indexed array
Context.screens = {}
Context.screen_indices_by_id = {} -- Renamed for clarity, stores index
-- The screen order needs to be explicit to ensure consistent numerical indices
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id)
if screen_data then
table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i -- Store index
else
-- Handle error if a screen is not registered
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end
end
end
-- Initially populate Context with data

View File

@@ -8,12 +8,11 @@ local AudioTestWindow = {}
local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {}
local MinigameDDRWindow = {}
Util = {}
DesitionManager = {}
ScreenManager = {} -- New declaration
UI = {}
Print = {}
Input = {}
local Util = {}
local UI = {}
local Print = {}
local Input = {}
local NPC = {}
local Item = {}
local Player = {}
local Audio = {}
Audio = {}

View File

@@ -1,3 +1,4 @@
--luacheck: ignore max_line_length
-- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE>

View File

@@ -0,0 +1,8 @@
ScreenManager.register({
id = "home",
name = "Home",
decisions = {
"go_to_toilet",
"go_to_walking_to_office",
}
})

View File

@@ -0,0 +1,27 @@
ScreenManager = {}
local _screens = {} -- Internal list to hold screen data
-- Public property to access the registered screens as an indexed array
function ScreenManager.get_screens_array()
local screens_array = {}
for _, screen_data in pairs(_screens) do
table.insert(screens_array, screen_data)
end
return screens_array
end
-- Registers a screen with the manager
-- screen_data: A table containing id, name, and decisions for the screen
function ScreenManager.register(screen_data)
if _screens[screen_data.id] then
-- Optional: warning if overwriting an existing screen
trace("Warning: Overwriting screen with id: " .. screen_data.id)
end
_screens[screen_data.id] = screen_data
end
-- Retrieves a screen by its id (if needed directly)
function ScreenManager.get_by_id(screen_id)
return _screens[screen_id]
end

View File

@@ -0,0 +1,10 @@
ScreenManager.register({
id = "office",
name = "Office",
decisions = {
"play_button_mash",
"play_rhythm",
"play_ddr",
"go_to_walking_to_home",
}
})

View File

@@ -0,0 +1,7 @@
ScreenManager.register({
id = "toilet",
name = "Toilet",
decisions = {
"go_to_home",
}
})

View File

@@ -0,0 +1,8 @@
ScreenManager.register({
id = "walking_to_home",
name = "Walking to home",
decisions = {
"go_to_home",
"go_to_office",
}
})

View File

@@ -0,0 +1,8 @@
ScreenManager.register({
id = "walking_to_office",
name = "Walking to office",
decisions = {
"go_to_home",
"go_to_office",
}
})

View File

@@ -5,7 +5,6 @@ local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 -- Z key
local INPUT_KEY_B = 5 -- X key
local INPUT_KEY_X = 6 -- A key
local INPUT_KEY_Y = 7 -- S key
-- Keyboard keys

View File

@@ -53,7 +53,6 @@ end
function TIC()
init_game()
cls(Config.colors.black)
local handler = STATE_HANDLERS[Context.active_window]
if handler then

View File

@@ -37,7 +37,6 @@ end
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local current_line = ""
local words_in_line = 0
@@ -52,18 +51,15 @@ function UI.word_wrap(text, max_chars_per_line)
current_line = word
end
end
if words_in_line > 0 then
table.insert(lines, current_line)
else
table.insert(lines, "")
end
end
if #lines == 0 then
return {""}
end
return lines
end
@@ -87,3 +83,37 @@ function UI.create_action_item(label, action)
type = "action_item"
}
end
function UI.draw_desition_selector(desitions, selected_desition_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #desitions > 0 then
local selected_desition = desitions[selected_desition_index]
local desition_label = selected_desition.label
local text_width = #desition_label * 4 -- Assuming 4 pixels per char
local text_y = bar_y + 4
-- Center the decision label
local text_x = (Config.screen.width - text_width) / 2
-- Draw left arrow at the far left
Print.text("<", 2, text_y, Config.colors.green)
-- Draw selected desition label
Print.text(desition_label, text_x, text_y, Config.colors.item) -- Highlight color
-- Draw right arrow at the far right
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) -- 6 = 2 (right margin) + 4 (char width)
end
end
function UI.update_desition_selector(desitions, selected_desition_index)
if Input.left() then
Audio.sfx_beep()
selected_desition_index = Util.safeindex(desitions, selected_desition_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
end
return selected_desition_index
end

View File

@@ -3,3 +3,13 @@ Util = {}
function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1
end
function Util.go_to_screen_by_id(screen_id)
local screen_index = Context.screen_indices_by_id[screen_id]
if screen_index then
Context.current_screen = screen_index
Context.selected_desition_index = 1 -- Reset selected decision on new screen
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end
end

View File

@@ -10,7 +10,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
return {
{
label = "Play music/sound: " .. (list_func[index_func] or "?"),
action = function()
desition = function()
local current_func = Audio[list_func[index_func]]
if current_func then
current_func()
@@ -21,13 +21,13 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
},
{
label = "Stop playing music",
action = function()
desition = function()
Audio.music_stop()
end
},
{
label = "Back",
action = function()
desition = function()
AudioTestWindow.back()
end
},
@@ -58,7 +58,9 @@ function AudioTestWindow.init()
AudioTestWindow.index_menu = 1
AudioTestWindow.index_func = 1
AudioTestWindow.list_func = AudioTestWindow.generate_listfunc()
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
end
function AudioTestWindow.draw()
@@ -72,13 +74,23 @@ function AudioTestWindow.update()
elseif Input.down() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
elseif Input.left() then
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func - 1)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
AudioTestWindow.index_func = Util.safeindex(
AudioTestWindow.list_func,
AudioTestWindow.index_func - 1
)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.right() then
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func + 1)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
AudioTestWindow.index_func = Util.safeindex(
AudioTestWindow.list_func,
AudioTestWindow.index_func + 1
)
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.menu_confirm() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].action()
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
elseif Input.menu_back() then
AudioTestWindow.back()
end

View File

@@ -5,11 +5,11 @@ ConfigurationWindow = {
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_action_item(
UI.create_desition_item(
"Save",
function() Config.save() end
),
UI.create_action_item(
UI.create_desition_item(
"Restore Defaults",
function() Config.restore_defaults() end
),
@@ -27,7 +27,6 @@ function ConfigurationWindow.draw()
for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12
local color = Config.colors.green
if control.type == "numeric_stepper" then
local value = control.get()
local label_text = control.label
@@ -46,7 +45,7 @@ function ConfigurationWindow.draw()
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "action_item" then
elseif control.type == "desition_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
@@ -58,7 +57,6 @@ function ConfigurationWindow.draw()
end
end
end
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end
@@ -91,9 +89,9 @@ function ConfigurationWindow.update()
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end
elseif control.type == "action_item" then
elseif control.type == "desition_item" then
if Input.menu_confirm() then
control.action()
control.desition()
end
end
end

View File

@@ -1,7 +1,19 @@
function GameWindow.draw()
local currentScreenData = Context.screens[Context.current_screen]
UI.draw_top_bar(currentScreenData.name)
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
local available_desitions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do
local desition_obj = DesitionManager.get(desition_id)
if desition_obj and desition_obj.condition() then -- Check condition directly
table.insert(available_desitions, desition_obj)
end
end
-- If no available desitions, display nothing or a message
if #available_desitions > 0 then
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
end
end
end
function GameWindow.update()
@@ -10,26 +22,53 @@ function GameWindow.update()
MenuWindow.refresh_menu_items()
return
end
if Input.select() then
if Context.current_screen == #Context.screens then
Context.current_screen = 1
else
-- Handle screen changing using up/down
if Input.up() then
Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then
Context.current_screen = #Context.screens
end
Context.selected_desition_index = 1 -- Reset selected decision on screen change
elseif Input.down() then
Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then
Context.current_screen = 1
end
Context.selected_desition_index = 1 -- Reset selected decision on screen change
end
local currentScreenData = Context.screens[Context.current_screen]
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
local available_desitions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do
local desition_obj = DesitionManager.get(desition_id)
if desition_obj and desition_obj.condition() then -- Check condition directly
table.insert(available_desitions, desition_obj)
end
end
if Input.player_interact() then
-- Get the current screen's NPCs
local currentScreenData = Context.screens[Context.current_screen]
if currentScreenData and currentScreenData.npcs and #currentScreenData.npcs > 0 then
-- For now, interact with the first NPC on the screen
-- TODO: Add proximity detection to find nearest NPC
local npc = currentScreenData.npcs[1]
PopupWindow.show_menu_dialog(npc, {
{label = "Talk to", action = NPC.talk_to},
{label = "Fight", action = NPC.fight},
{label = "Go back", action = NPC.go_back}
}, WINDOW_POPUP)
-- If no available desitions, we can't update or execute
if #available_desitions == 0 then return end
-- Update selected decision using left/right inputs
local new_selected_desition_index = UI.update_desition_selector(
available_desitions,
Context.selected_desition_index
)
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
if new_selected_desition_index ~= Context.selected_desition_index then
Context.selected_desition_index = new_selected_desition_index
end
-- Execute selected decision on Input.select()
if Input.select() then
local selected_desition = available_desitions[Context.selected_desition_index]
if selected_desition and selected_desition.handle then -- Call handle directly
Audio.sfx_select() -- Play sound for selection
selected_desition.handle()
end
end
end
end

View File

@@ -22,4 +22,3 @@ function IntroWindow.update()
GameWindow.set_state(WINDOW_MENU)
end
end

View File

@@ -8,9 +8,9 @@ function MenuWindow.update()
if Input.menu_confirm() then
local selected_item = Context.menu_items[Context.selected_menu_item]
if selected_item and selected_item.action then
if selected_item and selected_item.desition then
Audio.sfx_select()
selected_item.action()
selected_item.desition()
end
end
end
@@ -51,15 +51,15 @@ function MenuWindow.refresh_menu_items()
Context.menu_items = {} -- Start with an empty table
if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", action = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", action = MenuWindow.save_game})
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
end
table.insert(Context.menu_items, {label = "New Game", action = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", action = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", action = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", action = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", action = MenuWindow.exit})
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
Context.selected_menu_item = 1 -- Reset selection after refreshing
end

View File

@@ -4,7 +4,6 @@ function MinigameDDRWindow.init()
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
Context.minigame_ddr = {
-- Progress bar (matching button mash style)
bar_fill = 0, -- 0 to 100
@@ -15,14 +14,12 @@ function MinigameDDRWindow.init()
bar_y = 10,
bar_width = 200,
bar_height = 12,
-- Arrow settings
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
arrow_fall_speed = 1.5, -- Pixels per frame
arrows = {}, -- Active falling arrows {dir, x, y}
-- Target arrows at bottom (evenly spaced, centered on screen)
target_y = 115, -- Y position of target arrows
target_arrows = {
@@ -31,12 +28,10 @@ function MinigameDDRWindow.init()
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
},
-- Hit detection
hit_threshold = 8, -- Pixels of tolerance for perfect hit
button_pressed_timers = {}, -- Visual feedback per arrow
button_press_duration = 8,
-- Input cooldown per direction
input_cooldowns = {
left = 0,
@@ -45,13 +40,11 @@ function MinigameDDRWindow.init()
right = 0
},
input_cooldown_duration = 10,
-- Song/Pattern system
frame_counter = 0, -- Tracks frames since start
current_song = nil, -- Current song data
pattern_index = 1, -- Current position in pattern
use_pattern = false, -- If true, use song pattern; if false, use random spawning
return_window = WINDOW_GAME
}
end
@@ -59,10 +52,8 @@ end
function MinigameDDRWindow.start(return_window, song_key)
MinigameDDRWindow.init()
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
-- Debug: Store song_key for display
Context.minigame_ddr.debug_song_key = song_key
-- Load song pattern if specified
if song_key and Songs and Songs[song_key] then
Context.minigame_ddr.current_song = Songs[song_key]
@@ -78,7 +69,6 @@ function MinigameDDRWindow.start(return_window, song_key)
Context.minigame_ddr.debug_status = "Random mode"
end
end
Context.active_window = WINDOW_MINIGAME_DDR
end
@@ -126,7 +116,6 @@ end
local function draw_arrow(x, y, direction, color)
local size = 12
local half = size / 2
-- Draw arrow shape based on direction
if direction == "left" then
-- Triangle pointing left
@@ -149,16 +138,13 @@ end
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
-- Check for completion (bar filled to 100%)
if mg.bar_fill >= mg.max_fill then
Context.active_window = mg.return_window
return
end
-- Increment frame counter
mg.frame_counter = mg.frame_counter + 1
-- Check if song has ended (pattern mode only)
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
-- Song has ended if we've passed the end frame AND all arrows are cleared
@@ -168,16 +154,13 @@ function MinigameDDRWindow.update()
return
end
end
-- Spawn arrows based on mode (pattern or random)
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
-- Pattern-based spawning (synced to song)
local pattern = mg.current_song.pattern
-- Check if current frame matches any pattern entry
while mg.pattern_index <= #pattern do
local spawn_entry = pattern[mg.pattern_index]
if mg.frame_counter >= spawn_entry.frame then
-- Time to spawn this arrow!
spawn_arrow_dir(spawn_entry.dir)
@@ -195,12 +178,10 @@ function MinigameDDRWindow.update()
mg.arrow_spawn_timer = 0
end
end
-- Update falling arrows
local arrows_to_remove = {}
for i, arrow in ipairs(mg.arrows) do
arrow.y = arrow.y + mg.arrow_fall_speed
-- Check if arrow went off-screen (miss)
if check_miss(arrow) then
table.insert(arrows_to_remove, i)
@@ -211,26 +192,22 @@ function MinigameDDRWindow.update()
end
end
end
-- Remove off-screen arrows (iterate backwards to avoid index issues)
for i = #arrows_to_remove, 1, -1 do
table.remove(mg.arrows, arrows_to_remove[i])
end
-- Update input cooldowns
for dir, _ in pairs(mg.input_cooldowns) do
if mg.input_cooldowns[dir] > 0 then
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
end
end
-- Update button press timers
for dir, _ in pairs(mg.button_pressed_timers) do
if mg.button_pressed_timers[dir] > 0 then
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
end
end
-- Check for arrow key inputs
local input_map = {
left = Input.left(),
@@ -238,12 +215,10 @@ function MinigameDDRWindow.update()
up = Input.up(),
right = Input.right()
}
for dir, pressed in pairs(input_map) do
if pressed and mg.input_cooldowns[dir] == 0 then
mg.input_cooldowns[dir] = mg.input_cooldown_duration
mg.button_pressed_timers[dir] = mg.button_press_duration
-- Check if any arrow matches this direction and is in hit range
local hit = false
for i, arrow in ipairs(mg.arrows) do
@@ -258,7 +233,6 @@ function MinigameDDRWindow.update()
break
end
end
-- If pressed but no arrow to hit, apply small penalty
if not hit then
mg.bar_fill = mg.bar_fill - 2
@@ -272,7 +246,6 @@ end
function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr
-- Safety check
if not mg then
cls(0)
@@ -283,19 +256,15 @@ function MinigameDDRWindow.draw()
end
return
end
-- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then
GameWindow.draw()
end
-- Draw semi-transparent overlay background
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Draw progress bar background
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)
-- Draw progress bar fill
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then
@@ -304,16 +273,13 @@ function MinigameDDRWindow.draw()
if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow
elseif mg.bar_fill > 33 then
bar_color = Config.colors.npc
bar_color = Config.colors.bar
end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end
-- Draw progress percentage
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
-- Draw target arrows at bottom (light grey when not pressed)
if mg.target_arrows then
for _, target in ipairs(mg.target_arrows) do
@@ -322,17 +288,14 @@ function MinigameDDRWindow.draw()
draw_arrow(target.x, mg.target_y, target.dir, color)
end
end
-- Draw falling arrows (blue)
if mg.arrows then
for _, arrow in ipairs(mg.arrows) do
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.npc) -- blue color
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color
end
end
-- Draw instruction text
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
-- Debug info (large and visible)
local debug_y = 60
if mg.debug_status then
@@ -340,11 +303,21 @@ function MinigameDDRWindow.draw()
debug_y = debug_y + 10
end
if mg.use_pattern then
Print.text_center("PATTERN MODE - Frame:" .. mg.frame_counter, Config.screen.width / 2, debug_y, Config.colors.green)
Print.text_center(
"PATTERN MODE - Frame:" .. mg.frame_counter,
Config.screen.width / 2,
debug_y,
Config.colors.green
)
if mg.current_song and mg.current_song.pattern then
Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
Print.text_center(
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
Config.screen.width / 2,
debug_y + 10,
Config.colors.green
)
end
else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.npc)
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
end
end

View File

@@ -26,33 +26,27 @@ end
function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash
-- Check for Z button press
if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration
-- Clamp to max
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
end
end
-- Check if bar is full (completed)
if mg.bar_fill >= mg.max_fill then
Context.active_window = mg.return_window
return
end
-- Automatic degradation (increases with bar fill level)
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
mg.bar_fill = mg.bar_fill - degradation
-- Clamp to minimum
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
-- Update button press timer
if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1
@@ -61,20 +55,16 @@ end
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
-- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then
GameWindow.draw()
end
-- Draw semi-transparent overlay background
-- Draw darker rectangles to create overlay effect
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Draw progress bar background
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)
-- Draw progress bar fill
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then
@@ -83,30 +73,23 @@ function MinigameButtonMashWindow.draw()
if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow
elseif mg.bar_fill > 33 then
bar_color = Config.colors.npc -- medium color
bar_color = Config.colors.bar -- medium color
end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
rect(mg.bar_x, mg.bar_y, fill_width, bar_color)
end
-- Draw button indicator
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed
end
-- Draw button as circle (approximated with rect for TIC-80)
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
-- Draw Z text in the button
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
-- Draw instruction text
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
-- Draw progress percentage
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)

View File

@@ -13,18 +13,15 @@ function MinigameRhythmWindow.init()
button_pressed_timer = 0,
button_press_duration = 10,
return_window = WINDOW_GAME,
-- Visual layout (match button mash minigame dimensions)
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
-- Button indicator
button_x = 210,
button_y = 110,
button_size = 10,
-- Cooldown to prevent multiple presses in one frame
press_cooldown = 0,
press_cooldown_duration = 15
@@ -39,10 +36,8 @@ end
function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm
-- Move the line across the bar (bidirectional)
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
-- Reverse direction when reaching either end
if mg.line_position > 1 then
mg.line_position = 1
@@ -51,21 +46,17 @@ function MinigameRhythmWindow.update()
mg.line_position = 0
mg.line_direction = 1
end
-- Decrease cooldown timer
if mg.press_cooldown > 0 then
mg.press_cooldown = mg.press_cooldown - 1
end
-- Check for Z button press (only if cooldown expired)
if Input.select() and mg.press_cooldown == 0 then
mg.button_pressed_timer = mg.button_press_duration
mg.press_cooldown = mg.press_cooldown_duration
-- Calculate if line is within target area
local target_left = mg.target_center - (mg.target_width / 2)
local target_right = mg.target_center + (mg.target_width / 2)
if mg.line_position >= target_left and mg.line_position <= target_right then
-- HIT! Award point
mg.score = mg.score + 1
@@ -76,7 +67,6 @@ function MinigameRhythmWindow.update()
mg.score = 0
end
end
-- Calculate target width dynamically based on score
-- Each point shrinks by 10%, so reverse the formula
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
@@ -84,13 +74,11 @@ function MinigameRhythmWindow.update()
mg.target_width = mg.min_target_width
end
end
-- Check win condition
if mg.score >= mg.max_score then
Context.active_window = mg.return_window
return
end
-- Update button press timer
if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1
@@ -99,56 +87,46 @@ end
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
-- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then
GameWindow.draw()
end
-- Draw semi-transparent overlay background
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Calculate actual pixel positions
local bar_center_x = mg.bar_x + mg.bar_width / 2
-- Draw bar container background
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)
-- Draw bar background (empty area)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
-- Draw target area (highlighted section in middle)
local target_left = mg.target_center - (mg.target_width / 2)
local target_right = mg.target_center + (mg.target_width / 2)
local target_x = mg.bar_x + (target_left * 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)
-- Draw the moving line
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) -- Yellow line
-- Draw score text
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
-- Draw instruction text
Print.text_center("Press Z when line is in green!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 20, Config.colors.light_grey)
Print.text_center(
"Press Z when line is in green!",
Config.screen.width / 2,
mg.bar_y + mg.bar_height + 20,
Config.colors.light_grey
)
-- Draw button indicator in bottom-right corner
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed
end
-- Draw button circle
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
-- Draw Z text in the button
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
end

View File

@@ -1,128 +1,44 @@
function PopupWindow.set_dialog_node(node_key)
-- Special handling for minigame trigger
if node_key == "__MINIGAME_BUTTON_MASH__" then
MinigameButtonMashWindow.start(WINDOW_GAME)
return
-- Simplified PopupWindow module
local POPUP_X = 40
local POPUP_Y = 40
local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
function PopupWindow.show(content_strings)
Context.popup.show = true
Context.popup.content = content_strings or {} -- Ensure it's a table
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
end
-- Special handling for rhythm minigame trigger
if node_key == "__MINIGAME_RHYTHM__" then
MinigameRhythmWindow.start(WINDOW_GAME)
return
end
-- Special handling for DDR minigame trigger
-- Format: __MINIGAME_DDR__ or __MINIGAME_DDR:song_key__
local song_key = node_key:match("^__MINIGAME_DDR:(.+)__$")
if song_key then
-- Extract song key from the node (format: __MINIGAME_DDR/test_song__)
trace('Playing song: ' .. song_key)
MinigameDDRWindow.start(WINDOW_GAME, song_key)
return
end
if node_key == "__MINIGAME_DDR__" then
MinigameDDRWindow.start(WINDOW_GAME, nil)
return
end
local npc = Context.dialog.active_entity
local node = npc.dialog[node_key]
if not node then
GameWindow.set_state(WINDOW_GAME)
return
end
Context.dialog.current_node_key = node_key
Context.dialog.text = node.text
local menu_items = {}
if node.options then
for _, option in ipairs(node.options) do
table.insert(menu_items, {
label = option.label,
action = function()
PopupWindow.set_dialog_node(option.next_node)
end
})
end
end
-- if no options, it's the end of this branch.
if #menu_items == 0 then
table.insert(menu_items, {
label = "Go back",
action = function() GameWindow.set_state(WINDOW_GAME) end
})
end
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
Context.dialog.showing_description = false
GameWindow.set_state(WINDOW_POPUP)
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {} -- Clear content
GameWindow.set_state(WINDOW_GAME) -- Return to game window
end
function PopupWindow.update()
if Context.dialog.showing_description then
if Input.menu_confirm() or Input.menu_back() then
Context.dialog.showing_description = false
Context.dialog.text = "" -- Clear the description text
-- No need to change active_window, as it remains in WINDOW_POPUP
end
else
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
if Input.menu_confirm() then
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
if selected_item and selected_item.action then
selected_item.action()
if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close
PopupWindow.hide()
end
end
if Input.menu_back() then
GameWindow.set_state(WINDOW_GAME)
end
end
end
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
Context.dialog.active_entity = entity
Context.dialog.text = "" -- Initial dialog text is empty, name is title
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
Context.dialog.showing_description = false
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
end
function PopupWindow.show_description_dialog(entity, description_text)
Context.dialog.active_entity = entity
Context.dialog.text = description_text
GameWindow.set_state(WINDOW_POPUP)
Context.dialog.showing_description = true
-- No menu items needed for description dialog
end
function PopupWindow.draw()
rect(40, 40, 160, 80, Config.colors.black)
rectb(40, 40, 160, 80, Config.colors.green)
if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.green)
-- Display the entity's name as the dialog title
if Context.dialog.active_entity and Context.dialog.active_entity.name then
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
local current_y = TEXT_MARGIN_Y
for _, line in ipairs(Context.popup.content) do
Print.text(line, TEXT_MARGIN_X, current_y, Config.colors.light_grey)
current_y = current_y + LINE_HEIGHT
end
-- Display the dialog content (description for "look at", or initial name/dialog for others)
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
local current_y = 55 -- Starting Y position for the first line of content
for _, line in ipairs(wrapped_lines) do
Print.text(line, 50, current_y, Config.colors.light_grey)
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
end
-- Adjust menu position based on the number of wrapped lines
if not Context.dialog.showing_description then
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
else
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
-- Instruction to close
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
end
end