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feature/li
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -1 +1,4 @@
|
||||
.local
|
||||
impostor.lua
|
||||
prompts
|
||||
docs
|
||||
44
.luacheckrc
Normal file
44
.luacheckrc
Normal file
@@ -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
|
||||
14
.vscode/settings.json
vendored
14
.vscode/settings.json
vendored
@@ -15,5 +15,17 @@
|
||||
],
|
||||
"Lua.diagnostics.disable": [
|
||||
"undefined-global"
|
||||
]
|
||||
],
|
||||
"python.autoComplete.extraPaths": [
|
||||
"${workspaceFolder}/sources/poky/bitbake/lib",
|
||||
"${workspaceFolder}/sources/poky/meta/lib"
|
||||
],
|
||||
"python.analysis.extraPaths": [
|
||||
"${workspaceFolder}/sources/poky/bitbake/lib",
|
||||
"${workspaceFolder}/sources/poky/meta/lib"
|
||||
],
|
||||
"files.associations": {
|
||||
"*.conf": "bitbake",
|
||||
"*.inc": "bitbake"
|
||||
}
|
||||
}
|
||||
27
.vscode/tasks.json
vendored
Normal file
27
.vscode/tasks.json
vendored
Normal file
@@ -0,0 +1,27 @@
|
||||
{
|
||||
// See https://go.microsoft.com/fwlink/?LinkId=733558
|
||||
// for the documentation about the tasks.json format
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"label": "Run TIC80",
|
||||
"type": "shell",
|
||||
"command": "tic80 --fs=. impostor.lua"
|
||||
},
|
||||
{
|
||||
"label": "Build & Run TIC80",
|
||||
"type": "shell",
|
||||
"command": "make build && tic80 --fs=. impostor.lua"
|
||||
},
|
||||
{
|
||||
"label": "Export assets",
|
||||
"type": "shell",
|
||||
"command": "make export_assets"
|
||||
},
|
||||
{
|
||||
"label": "Make build",
|
||||
"type": "shell",
|
||||
"command": "make build"
|
||||
},
|
||||
]
|
||||
}
|
||||
@@ -1,21 +1,20 @@
|
||||
environment: &environment
|
||||
GAME_NAME: impostor
|
||||
GAME_LANG: lua
|
||||
|
||||
steps:
|
||||
- name: version
|
||||
image: alpine
|
||||
commands:
|
||||
- 'apk add --no-cache make'
|
||||
- 'make ci-version'
|
||||
|
||||
- name: build
|
||||
image: git.teletype.hu/internal/tic80pro:latest
|
||||
environment:
|
||||
<<: *environment
|
||||
XDG_RUNTIME_DIR: /tmp
|
||||
commands:
|
||||
- make build PROJECT=$GAME_NAME
|
||||
- make export PROJECT=$GAME_NAME
|
||||
- 'make ci-export'
|
||||
|
||||
- name: artifact
|
||||
image: alpine
|
||||
environment:
|
||||
<<: *environment
|
||||
DROPAREA_HOST: vps.teletype.hu
|
||||
DROPAREA_PORT: 2223
|
||||
DROPAREA_TARGET_PATH: /home/drop
|
||||
@@ -23,17 +22,15 @@ steps:
|
||||
DROPAREA_SSH_PASSWORD:
|
||||
from_secret: droparea_ssh_password
|
||||
commands:
|
||||
- apk add --no-cache openssh-client sshpass
|
||||
- mkdir -p /root/.ssh
|
||||
- sshpass -p $DROPAREA_SSH_PASSWORD scp -o StrictHostKeyChecking=no -P $DROPAREA_PORT $GAME_NAME.$GAME_LANG $GAME_NAME.tic $GAME_NAME.html.zip $DROPAREA_USER@$DROPAREA_HOST:$DROPAREA_TARGET_PATH
|
||||
- 'apk add --no-cache make openssh-client sshpass'
|
||||
- 'make ci-upload'
|
||||
|
||||
- name: update
|
||||
image: alpine
|
||||
environment:
|
||||
<<: *environment
|
||||
UPDATE_SERVER: https://games.vps.teletype.hu
|
||||
UPDATE_SECRET:
|
||||
from_secret: update_secret_key
|
||||
commands:
|
||||
- apk add --no-cache curl
|
||||
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
|
||||
- 'apk add --no-cache make curl'
|
||||
- 'make ci-update'
|
||||
103
GEMINI.md
103
GEMINI.md
@@ -52,3 +52,106 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
|
||||
## Agent Directives
|
||||
|
||||
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
|
||||
|
||||
---
|
||||
|
||||
# Impostor Minigames Documentation
|
||||
|
||||
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
|
||||
|
||||
## Table of Contents
|
||||
|
||||
- [Overview](#overview)
|
||||
- [Button Mash Minigame](#button-mash-minigame)
|
||||
- [Rhythm Minigame](#rhythm-minigame)
|
||||
- [DDR Minigame](#ddr-minigame)
|
||||
- [Integration Guide](#integration-guide)
|
||||
- [Common Features](#common-features)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
|
||||
|
||||
- **Overlay rendering** - Minigames render over the current game window
|
||||
- **Progress tracking** - Visual indicators show completion status
|
||||
- **Return mechanism** - Automatic return to the calling window upon completion
|
||||
- **Visual feedback** - Button presses and hits are visually indicated
|
||||
|
||||
---
|
||||
|
||||
## Button Mash Minigame
|
||||
|
||||
**File**: `inc/window/window.minigame.mash.lua`
|
||||
|
||||
### Description
|
||||
|
||||
A fast-paced minigame where the player must repeatedly press the Z button to fill a progress bar. The bar automatically degrades over time, and the degradation rate increases as the bar fills up, creating increasing difficulty.
|
||||
|
||||
### Gameplay Mechanics
|
||||
|
||||
- **Objective**: Fill the progress bar to 100% by pressing Z repeatedly
|
||||
- **Challenge**: The bar degrades automatically, with degradation increasing as it fills
|
||||
- **Win Condition**: Bar reaches 100%
|
||||
- **No Fail State**: Player can keep trying until successful
|
||||
|
||||
### Visual Elements
|
||||
|
||||
#### Simple sketch
|
||||

|
||||
|
||||
```
|
||||
Progress Bar (200x12px at 20,10):
|
||||
┌────────────────────────────────────┐
|
||||
│████████████████░░░░░░░░░░░░░░ 45%│
|
||||
└────────────────────────────────────┘
|
||||
|
||||
Button Indicator (Bottom):
|
||||
╔═══╗
|
||||
║ Z ║ ← Press repeatedly!
|
||||
╚═══╝
|
||||
|
||||
Text: "MASH Z!"
|
||||
```
|
||||
|
||||
#### Configuration Parameters
|
||||
|
||||
```lua
|
||||
bar_fill = 0 -- Current fill level (0-100)
|
||||
max_fill = 100 -- Target fill level
|
||||
fill_per_press = 8 -- Points gained per button press
|
||||
base_degradation = 0.15 -- Base degradation per frame
|
||||
degradation_multiplier = 0.006 -- Increases degradation with bar fill
|
||||
button_press_duration = 8 -- Visual feedback duration (frames)
|
||||
```
|
||||
|
||||
#### Usage Example
|
||||
|
||||
```lua
|
||||
-- Start button mash minigame
|
||||
MinigameButtonMashWindow.start(WINDOW_GAME)
|
||||
|
||||
-- Or from any window
|
||||
MinigameButtonMashWindow.start(WINDOW_POPUP)
|
||||
```
|
||||
|
||||
#### Color Coding
|
||||
|
||||
- **Green**: Low fill (0-33%)
|
||||
- **Medium (NPC color)**: Medium fill (34-66%)
|
||||
- **Yellow (Item color)**: High fill (67-100%)
|
||||
|
||||
---
|
||||
|
||||
## Rhythm Minigame
|
||||
|
||||
**File**: `inc/window/window.minigame.rhythm.lua`
|
||||
|
||||
### Description
|
||||
|
||||
A timing-based minigame where the player must press Z when a moving line crosses a green target zone. The target zone shrinks with each successful hit, making the game progressively more challenging.
|
||||
|
||||
### Gameplay Mechanics
|
||||
|
||||
- **Objective**: Score 10 points by timing button presses correctly
|
||||
|
||||
192
Makefile
192
Makefile
@@ -1,15 +1,8 @@
|
||||
# -----------------------------------------
|
||||
# Makefile – TIC-80 project builder
|
||||
# Usage:
|
||||
# make PROJECT=impostor
|
||||
# make build PROJECT=impostor
|
||||
# make watch PROJECT=impostor
|
||||
# make export PROJECT=impostor
|
||||
# -----------------------------------------
|
||||
|
||||
ifndef PROJECT
|
||||
$(error Specify the project name: make PROJECT=name)
|
||||
endif
|
||||
PROJECT = impostor
|
||||
|
||||
ORDER = $(PROJECT).inc
|
||||
OUTPUT = $(PROJECT).lua
|
||||
@@ -19,28 +12,181 @@ OUTPUT_TIC = $(PROJECT).tic
|
||||
SRC_DIR = inc
|
||||
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
|
||||
|
||||
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
|
||||
DROPAREA_HOST ?= vps.teletype.hu
|
||||
DROPAREA_PORT ?= 2223
|
||||
DROPAREA_TARGET_PATH ?= /home/drop
|
||||
DROPAREA_USER ?= drop
|
||||
UPDATE_SERVER ?= https://games.vps.teletype.hu
|
||||
|
||||
all: build
|
||||
|
||||
build: $(OUTPUT)
|
||||
@echo "==> Build complete: $(OUTPUT)"
|
||||
|
||||
$(OUTPUT): $(SRC) $(ORDER)
|
||||
@echo "==> Building $(OUTPUT)..."
|
||||
@rm -f $(OUTPUT)
|
||||
@while read f; do \
|
||||
@sed 's/\r$$//' $(ORDER) | while read f; do \
|
||||
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
|
||||
echo "\n" >> $(OUTPUT); \
|
||||
done < $(ORDER)
|
||||
@echo "==> Done."
|
||||
echo "" >> $(OUTPUT); \
|
||||
done
|
||||
|
||||
export: $(OUTPUT)
|
||||
@echo "==> TIC-80 export..."
|
||||
tic80 --cli --skip --fs=. \
|
||||
--cmd="load $(OUTPUT) & save $(PROJECT) & export html $(PROJECT).html & exit"
|
||||
@echo "==> HTML ZIP: $(OUTPUT_ZIP)"
|
||||
@echo "==> TIC: $(OUTPUT_TIC)"
|
||||
export: build
|
||||
@if [ -z "$(VERSION)" ]; then \
|
||||
echo "ERROR: VERSION not set!"; \
|
||||
exit 1; \
|
||||
fi
|
||||
@echo "==> Exporting HTML for version $(VERSION)"
|
||||
@tic80 --cli --skip --fs=. \
|
||||
--cmd="load $(OUTPUT) & save $(PROJECT)-$(VERSION) & export html $(PROJECT)-$(VERSION).html & exit"
|
||||
@echo "==> Creating versioned files"
|
||||
@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
|
||||
|
||||
watch:
|
||||
@echo "==> Watching project: $(PROJECT)"
|
||||
make build PROJECT=$(PROJECT)
|
||||
fswatch -o $(SRC_DIR) $(ORDER) | while read; do make build PROJECT=$(PROJECT); done
|
||||
make build
|
||||
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
|
||||
|
||||
import_assets: $(OUTPUT)
|
||||
@TIC_CMD="load $(OUTPUT) &"; \
|
||||
for t in $(ASSET_TYPES); do \
|
||||
for f in $(ASSETS_DIR)/$$t/*.png; do \
|
||||
[ -e "$$f" ] || continue; \
|
||||
echo "==> Importing $$f as $$t..."; \
|
||||
TIC_CMD="$${TIC_CMD} & import $$t $$f"; \
|
||||
done; \
|
||||
done; \
|
||||
TIC_CMD="$$TIC_CMD save & exit"; \
|
||||
echo $$TIC_CMD; \
|
||||
tic80 --cli --skip --fs=. --cmd="$$TIC_CMD"
|
||||
|
||||
# export helper function
|
||||
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..."
|
||||
@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 $$0; \
|
||||
next; \
|
||||
} \
|
||||
{ print } \
|
||||
'; true
|
||||
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
|
||||
|
||||
export_assets:
|
||||
# $(OUTPUT) would be a circular dependency
|
||||
@test -e $(OUTPUT)
|
||||
@echo "==> Exporting TIC-80 asset sections"
|
||||
@mkdir -p inc/meta
|
||||
@echo -n '' > $(ASSETS_LUA)
|
||||
@$(call f_export_asset_awk,PALETTE,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,TILES,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,SPRITES,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA))
|
||||
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
|
||||
|
||||
clean:
|
||||
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
|
||||
@echo "==> Cleaned build artifacts"
|
||||
|
||||
# CI/CD Targets
|
||||
ci-version:
|
||||
@VERSION=$$(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"
|
||||
|
||||
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update
|
||||
|
||||
#-- <WAVES>
|
||||
#-- 000:224578acdeeeeddcba95434567653100
|
||||
#-- </WAVES>
|
||||
#
|
||||
#-- <SFX>
|
||||
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
|
||||
#-- </SFX>
|
||||
|
||||
10
README.md
10
README.md
@@ -1,4 +1,4 @@
|
||||
# Mr. Anderson's Matrix Escape
|
||||
# Definitely not an Impostor
|
||||
|
||||
## Installation
|
||||
|
||||
@@ -11,11 +11,3 @@ This game is designed for the TIC-80 fantasy computer. To play, follow these ste
|
||||
* Navigate to the directory where `game.lua` is located using the TIC-80 command line (`cd impostor`).
|
||||
* Type `load game.lua` and press Enter.
|
||||
* Once loaded, type `run` and press Enter to start the game.
|
||||
|
||||
## Story: The Coder's Lament
|
||||
|
||||
Before he was "The One," before he dodged bullets and shattered the illusion, Thomas Anderson was just a software developer named Neo. Trapped in a cubicle farm of endless bugs and looming deadlines, Neo's days were a monotonous cycle of debugging legacy code, attending pointless meetings, and battling unresponsive APIs. Each line of code felt like a chain, each project a heavier burden, pulling him deeper into a digital malaise.
|
||||
|
||||
He yearned for something more, a glitch in the system, a whisper of a different reality. His fingers, calloused from countless hours on the keyboard, danced across cryptic forums late at night, searching for answers, for meaning beyond the mundane syntax of his corporate prison. The coffee flowed freely, the pizza boxes piled high, and the lines of code blurred into an indistinguishable stream of ones and zeros.
|
||||
|
||||
This game chronicles Mr. Anderson's final, desperate struggles within the software development matrix. Navigate the labyrinthine codebase, escape the relentless pursuit of project managers (Agents), and uncover the hidden truths that will lead him to question everything he knows. Will he find the "red pill" in a sea of green code, or will he forever be just another drone in the system?
|
||||
|
||||
0
assets/music/.keep
Normal file
0
assets/music/.keep
Normal file
0
assets/sfx/.keep
Normal file
0
assets/sfx/.keep
Normal file
0
assets/sprites/.keep
Normal file
0
assets/sprites/.keep
Normal file
0
assets/tiles/.keep
Normal file
0
assets/tiles/.keep
Normal file
BIN
assets_src/26.01.14 Norman szobája v1.6.ase
Normal file
BIN
assets_src/26.01.14 Norman szobája v1.6.ase
Normal file
Binary file not shown.
BIN
assets_src/26.01.20 Iroda v1.0.ase
Normal file
BIN
assets_src/26.01.20 Iroda v1.0.ase
Normal file
Binary file not shown.
BIN
assets_src/26.01.20 Iroda v1.1.ase
Normal file
BIN
assets_src/26.01.20 Iroda v1.1.ase
Normal file
Binary file not shown.
BIN
assets_src/26.01.20 Iroda v1.2.ase
Normal file
BIN
assets_src/26.01.20 Iroda v1.2.ase
Normal file
Binary file not shown.
BIN
assets_src/26.01.20 Norman szobája v2.0.ase
Normal file
BIN
assets_src/26.01.20 Norman szobája v2.0.ase
Normal file
Binary file not shown.
26
impostor.inc
26
impostor.inc
@@ -1,21 +1,39 @@
|
||||
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
|
||||
entity/entity.npc.lua
|
||||
entity/entity.item.lua
|
||||
entity/entity.player.lua
|
||||
system/system.input.lua
|
||||
system/system.audio.lua
|
||||
system/system.ui.lua
|
||||
map/map.bedroom.lua
|
||||
window/window.splash.lua
|
||||
window/window.intro.lua
|
||||
window/window.menu.lua
|
||||
window/window.configuration.lua
|
||||
window/window.audiotest.lua
|
||||
window/window.popup.lua
|
||||
window/window.inventory.lua
|
||||
window/window.minigame.mash.lua
|
||||
window/window.minigame.rhythm.lua
|
||||
window/window.minigame.ddr.lua
|
||||
window/window.game.lua
|
||||
system/system.main.lua
|
||||
meta/meta.assets.lua
|
||||
|
||||
150
inc/data/data.songs.lua
Normal file
150
inc/data/data.songs.lua
Normal file
@@ -0,0 +1,150 @@
|
||||
-- DDR Arrow Spawn Patterns
|
||||
-- Each song defines when arrows should spawn, synced to music beats
|
||||
|
||||
Songs = {
|
||||
-- Example song pattern
|
||||
test_song = {
|
||||
name = "Test Song",
|
||||
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
|
||||
-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
|
||||
pattern = {
|
||||
-- Beat 1-4 (intro)
|
||||
{frame = 30, dir = "left"},
|
||||
{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
|
||||
{frame = 240, dir = "up"},
|
||||
{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"},
|
||||
{frame = 360, dir = "up"},
|
||||
{frame = 375, dir = "right"},
|
||||
{frame = 390, dir = "left"},
|
||||
{frame = 405, dir = "down"},
|
||||
{frame = 420, dir = "up"},
|
||||
{frame = 435, dir = "right"},
|
||||
-- Beat 17-20 (finale)
|
||||
{frame = 465, dir = "up"},
|
||||
{frame = 465, dir = "down"},
|
||||
{frame = 495, dir = "left"},
|
||||
{frame = 495, dir = "right"},
|
||||
{frame = 525, dir = "up"},
|
||||
{frame = 540, dir = "down"},
|
||||
{frame = 555, dir = "left"},
|
||||
{frame = 570, dir = "right"}
|
||||
}
|
||||
},
|
||||
test_song_2 = {
|
||||
name = "Test Song 2",
|
||||
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
|
||||
-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
|
||||
pattern = {
|
||||
-- Beat 1-4 (intro)
|
||||
{frame = 30, dir = "left"},
|
||||
{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
|
||||
{frame = 240, dir = "up"},
|
||||
{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"},
|
||||
{frame = 360, dir = "up"},
|
||||
{frame = 375, dir = "right"},
|
||||
{frame = 390, dir = "left"},
|
||||
{frame = 405, dir = "down"},
|
||||
{frame = 420, dir = "up"},
|
||||
{frame = 435, dir = "right"},
|
||||
-- Beat 17-20 (finale)
|
||||
{frame = 465, dir = "up"},
|
||||
{frame = 465, dir = "down"},
|
||||
{frame = 495, dir = "left"},
|
||||
{frame = 495, dir = "right"},
|
||||
{frame = 525, dir = "up"},
|
||||
{frame = 540, dir = "down"},
|
||||
{frame = 555, dir = "left"},
|
||||
{frame = 570, dir = "right"}
|
||||
}
|
||||
},
|
||||
-- Random mode (no predefined pattern, spawns randomly)
|
||||
random = {
|
||||
name = "Random Mode",
|
||||
bpm = 0, -- Not applicable for random mode
|
||||
fps = 60,
|
||||
end_frame = nil, -- No end frame for random mode
|
||||
pattern = {} -- Empty, will spawn randomly in game
|
||||
}
|
||||
}
|
||||
|
||||
-- Helper function to calculate frame from beat
|
||||
-- Usage: frame_from_beat(beat_number, bpm, fps)
|
||||
function frame_from_beat(beat, bpm, fps)
|
||||
fps = fps or 60
|
||||
local seconds_per_beat = 60 / bpm
|
||||
local frames_per_beat = seconds_per_beat * fps
|
||||
return math.floor(beat * frames_per_beat)
|
||||
end
|
||||
|
||||
-- Helper function to convert simple beat notation to frame pattern
|
||||
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
|
||||
function beats_to_pattern(beats, bpm, fps)
|
||||
fps = fps or 60
|
||||
local pattern = {}
|
||||
for _, beat_data in ipairs(beats) do
|
||||
local beat = beat_data[1]
|
||||
local dir = beat_data[2]
|
||||
table.insert(pattern, {
|
||||
frame = frame_from_beat(beat, bpm, fps),
|
||||
dir = dir
|
||||
})
|
||||
end
|
||||
return pattern
|
||||
end
|
||||
|
||||
-- Example of creating a song using beat notation:
|
||||
--[[
|
||||
Songs.custom_song = {
|
||||
name = "Custom Song",
|
||||
bpm = 130,
|
||||
fps = 60,
|
||||
pattern = beats_to_pattern({
|
||||
{1, "left"},
|
||||
{2, "down"},
|
||||
{3, "up"},
|
||||
{4, "right"},
|
||||
{4.5, "left"},
|
||||
{5, "right"}
|
||||
}, 130)
|
||||
}
|
||||
]]
|
||||
8
inc/desition/desition.go_to_home.lua
Normal file
8
inc/desition/desition.go_to_home.lua
Normal file
@@ -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
|
||||
})
|
||||
8
inc/desition/desition.go_to_office.lua
Normal file
8
inc/desition/desition.go_to_office.lua
Normal file
@@ -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
|
||||
})
|
||||
8
inc/desition/desition.go_to_toilet.lua
Normal file
8
inc/desition/desition.go_to_toilet.lua
Normal 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
|
||||
})
|
||||
8
inc/desition/desition.go_to_walking_to_home.lua
Normal file
8
inc/desition/desition.go_to_walking_to_home.lua
Normal 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
|
||||
})
|
||||
8
inc/desition/desition.go_to_walking_to_office.lua
Normal file
8
inc/desition/desition.go_to_walking_to_office.lua
Normal 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
|
||||
})
|
||||
41
inc/desition/desition.manager.lua
Normal file
41
inc/desition/desition.manager.lua
Normal 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
|
||||
6
inc/desition/desition.play_button_mash.lua
Normal file
6
inc/desition/desition.play_button_mash.lua
Normal file
@@ -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
|
||||
})
|
||||
6
inc/desition/desition.play_ddr.lua
Normal file
6
inc/desition/desition.play_ddr.lua
Normal 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
|
||||
})
|
||||
6
inc/desition/desition.play_rhythm.lua
Normal file
6
inc/desition/desition.play_rhythm.lua
Normal 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
|
||||
})
|
||||
@@ -1,49 +0,0 @@
|
||||
function Item.use()
|
||||
Print.text("Used item: " .. Context.dialog.active_entity.name)
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
function Item.look_at()
|
||||
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
|
||||
end
|
||||
function Item.put_away()
|
||||
-- Add item to inventory
|
||||
table.insert(Context.inventory, Context.dialog.active_entity)
|
||||
|
||||
-- Remove item from screen
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
for i, item in ipairs(currentScreenData.items) do
|
||||
if item == Context.dialog.active_entity then
|
||||
table.remove(currentScreenData.items, i)
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- Go back to game
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
function Item.go_back_from_item_dialog()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function Item.go_back_from_inventory_action()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function Item.drop()
|
||||
-- Remove item from inventory
|
||||
for i, item in ipairs(Context.inventory) do
|
||||
if item == Context.dialog.active_entity then
|
||||
table.remove(Context.inventory, i)
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- Add item to screen
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
Context.dialog.active_entity.x = Context.player.x
|
||||
Context.dialog.active_entity.y = Context.player.y
|
||||
table.insert(currentScreenData.items, Context.dialog.active_entity)
|
||||
|
||||
-- Go back to inventory
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
@@ -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
|
||||
@@ -1,98 +0,0 @@
|
||||
function Player.draw()
|
||||
spr(Context.player.sprite_id, Context.player.x, Context.player.y, 0)
|
||||
end
|
||||
|
||||
function Player.update()
|
||||
-- Handle input
|
||||
if Input.left() then
|
||||
Context.player.vx = -Config.physics.move_speed
|
||||
elseif Input.right() then
|
||||
Context.player.vx = Config.physics.move_speed
|
||||
else
|
||||
Context.player.vx = 0
|
||||
end
|
||||
|
||||
if Input.player_jump() and Context.player.jumps < Config.physics.max_jumps then
|
||||
Context.player.vy = Config.physics.jump_power
|
||||
Context.player.jumps = Context.player.jumps + 1
|
||||
end
|
||||
|
||||
-- Update player position
|
||||
Context.player.x = Context.player.x + Context.player.vx
|
||||
Context.player.y = Context.player.y + Context.player.vy
|
||||
|
||||
-- Screen transition
|
||||
if Context.player.x > Config.screen.width - Context.player.w then
|
||||
if Context.current_screen < #Context.screens then
|
||||
Context.current_screen = Context.current_screen + 1
|
||||
Context.player.x = 0
|
||||
else
|
||||
Context.player.x = Config.screen.width - Context.player.w
|
||||
end
|
||||
elseif Context.player.x < 0 then
|
||||
if Context.current_screen > 1 then
|
||||
Context.current_screen = Context.current_screen - 1
|
||||
Context.player.x = Config.screen.width - Context.player.w
|
||||
else
|
||||
Context.player.x = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Apply gravity
|
||||
Context.player.vy = Context.player.vy + Config.physics.gravity
|
||||
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
-- Collision detection with platforms
|
||||
for _, p in ipairs(currentScreenData.platforms) do
|
||||
if Context.player.vy > 0 and Context.player.y + Context.player.h >= p.y and Context.player.y + Context.player.h <= p.y + p.h and Context.player.x + Context.player.w > p.x and Context.player.x < p.x + p.w then
|
||||
Context.player.y = p.y - Context.player.h
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Collision detection with ground
|
||||
if Context.player.y + Context.player.h > Context.ground.y then
|
||||
Context.player.y = Context.ground.y - Context.player.h
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
end
|
||||
|
||||
-- Entity interaction
|
||||
if Input.player_interact() then
|
||||
local interaction_found = false
|
||||
-- NPC interaction
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
|
||||
if math.abs(Context.player.x - npc.x) < Config.physics.interaction_radius_npc and math.abs(Context.player.y - npc.y) < Config.physics.interaction_radius_npc then
|
||||
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)
|
||||
interaction_found = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not interaction_found then
|
||||
-- Item interaction
|
||||
for _, item in ipairs(currentScreenData.items) do
|
||||
if math.abs(Context.player.x - item.x) < Config.physics.interaction_radius_item and math.abs(Context.player.y - item.y) < Config.physics.interaction_radius_item then
|
||||
PopupWindow.show_menu_dialog(item, {
|
||||
{label = "Use", action = Item.use},
|
||||
{label = "Look at", action = Item.look_at},
|
||||
{label = "Put away", action = Item.put_away},
|
||||
{label = "Go back", action = Item.go_back_from_item_dialog}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- If no interaction happened, open inventory
|
||||
if not interaction_found then
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -8,24 +8,11 @@ local DEFAULT_CONFIG = {
|
||||
light_grey = 13,
|
||||
dark_grey = 14,
|
||||
green = 6,
|
||||
npc = 8,
|
||||
item = 12 -- yellow
|
||||
},
|
||||
player = {
|
||||
w = 8,
|
||||
h = 8,
|
||||
start_x = 120,
|
||||
start_y = 128,
|
||||
sprite_id = 1
|
||||
},
|
||||
physics = {
|
||||
gravity = 0.5,
|
||||
jump_power = -5,
|
||||
move_speed = 1.5,
|
||||
max_jumps = 2,
|
||||
interaction_radius_npc = 12,
|
||||
interaction_radius_item = 8
|
||||
},
|
||||
timing = {
|
||||
splash_duration = 120
|
||||
}
|
||||
@@ -36,36 +23,31 @@ local Config = {
|
||||
screen = DEFAULT_CONFIG.screen,
|
||||
colors = DEFAULT_CONFIG.colors,
|
||||
player = DEFAULT_CONFIG.player,
|
||||
physics = DEFAULT_CONFIG.physics,
|
||||
timing = DEFAULT_CONFIG.timing,
|
||||
}
|
||||
|
||||
local CONFIG_SAVE_BANK = 7
|
||||
local CONFIG_SAVE_ADDRESS_MOVE_SPEED = 0
|
||||
local CONFIG_SAVE_ADDRESS_MAX_JUMPS = 1
|
||||
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.physics.move_speed * 10, CONFIG_SAVE_ADDRESS_MOVE_SPEED, CONFIG_SAVE_BANK)
|
||||
mset(Config.physics.max_jumps, CONFIG_SAVE_ADDRESS_MAX_JUMPS, CONFIG_SAVE_BANK)
|
||||
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()
|
||||
-- Check if config has been saved before using a magic value
|
||||
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
|
||||
Config.physics.move_speed = mget(CONFIG_SAVE_ADDRESS_MOVE_SPEED, CONFIG_SAVE_BANK) / 10
|
||||
Config.physics.max_jumps = mget(CONFIG_SAVE_ADDRESS_MAX_JUMPS, CONFIG_SAVE_BANK)
|
||||
-- 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()
|
||||
end
|
||||
end
|
||||
|
||||
function Config.restore_defaults()
|
||||
Config.physics.move_speed = DEFAULT_CONFIG.physics.move_speed
|
||||
Config.physics.max_jumps = DEFAULT_CONFIG.physics.max_jumps
|
||||
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
|
||||
-- Any other configurable items should be reset here
|
||||
end
|
||||
|
||||
|
||||
@@ -2,56 +2,47 @@ local SAVE_GAME_BANK = 6
|
||||
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||
|
||||
local SAVE_GAME_PLAYER_X_ADDRESS = 1
|
||||
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
|
||||
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
|
||||
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
|
||||
local SAVE_GAME_PLAYER_JUMPS_ADDRESS = 5
|
||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||
|
||||
local VX_VY_OFFSET = 128 -- Offset for negative velocities
|
||||
|
||||
-- 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()
|
||||
return {
|
||||
active_window = WINDOW_SPLASH,
|
||||
inventory = {},
|
||||
intro = {
|
||||
y = Config.screen.height,
|
||||
speed = 0.5,
|
||||
text = "Mr. Anderson is an average\nprogrammer. His daily life\nrevolves around debugging,\npull requests, and end-of-sprint\nmeetings, all while secretly\ndreaming of being destined\nfor something more."
|
||||
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 = {
|
||||
x = Config.player.start_x,
|
||||
y = Config.player.start_y,
|
||||
w = Config.player.w,
|
||||
h = Config.player.h,
|
||||
vx = 0,
|
||||
vy = 0,
|
||||
jumps = 0,
|
||||
sprite_id = Config.player.sprite_id
|
||||
},
|
||||
ground = {
|
||||
@@ -62,401 +53,9 @@ local function get_initial_data()
|
||||
},
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
selected_inventory_item = 1,
|
||||
selected_desition_index = 1, -- New desition index
|
||||
game_in_progress = false, -- New flag
|
||||
screens = clone_table({
|
||||
{
|
||||
-- Screen 1
|
||||
name = "Screen 1",
|
||||
platforms = {
|
||||
{
|
||||
x = 80,
|
||||
y = 110,
|
||||
w = 40,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 160,
|
||||
y = 90,
|
||||
w = 40,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 180,
|
||||
y = 82,
|
||||
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
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 90,
|
||||
y = 102,
|
||||
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 = {
|
||||
{
|
||||
x = 100,
|
||||
y = 128,
|
||||
w = 8,
|
||||
h = 8,
|
||||
name = "Key",
|
||||
sprite_id = 4,
|
||||
desc = "A rusty old key. It might open something."
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
-- Screen 2
|
||||
name = "Screen 2",
|
||||
platforms = {
|
||||
{
|
||||
x = 30,
|
||||
y = 100,
|
||||
w = 50,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 100,
|
||||
y = 80,
|
||||
w = 50,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 170,
|
||||
y = 60,
|
||||
w = 50,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 120,
|
||||
y = 72,
|
||||
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
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 40,
|
||||
y = 92,
|
||||
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 = {
|
||||
{
|
||||
x = 180,
|
||||
y = 52,
|
||||
w = 8,
|
||||
h = 8,
|
||||
name = "Potion",
|
||||
sprite_id = 7,
|
||||
desc = "A glowing red potion. It looks potent."
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
-- Screen 3
|
||||
name = "Screen 3",
|
||||
platforms = {
|
||||
{
|
||||
x = 50,
|
||||
y = 110,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 100,
|
||||
y = 90,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 150,
|
||||
y = 70,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 200,
|
||||
y = 50,
|
||||
w = 30,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 210,
|
||||
y = 42,
|
||||
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 = {}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 160,
|
||||
y = 62,
|
||||
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
|
||||
|
||||
@@ -476,6 +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
|
||||
@@ -492,11 +107,6 @@ function Context.save_game()
|
||||
if not Context.game_in_progress then return end
|
||||
|
||||
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.player.x * 10, SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.player.y * 10, SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK)
|
||||
mset( (Context.player.vx * 100) + VX_VY_OFFSET, SAVE_GAME_PLAYER_VX_ADDRESS, SAVE_GAME_BANK)
|
||||
mset( (Context.player.vy * 100) + VX_VY_OFFSET, SAVE_GAME_PLAYER_VY_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.player.jumps, SAVE_GAME_PLAYER_JUMPS_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
end
|
||||
|
||||
@@ -509,11 +119,6 @@ function Context.load_game()
|
||||
|
||||
reset_context_to_initial_state() -- Reset data, preserve methods
|
||||
|
||||
Context.player.x = mget(SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK) / 10
|
||||
Context.player.y = mget(SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK) / 10
|
||||
Context.player.vx = (mget(SAVE_GAME_PLAYER_VX_ADDRESS, SAVE_GAME_BANK) - VX_VY_OFFSET) / 100
|
||||
Context.player.vy = (mget(SAVE_GAME_PLAYER_VY_ADDRESS, SAVE_GAME_BANK) - VX_VY_OFFSET) / 100
|
||||
Context.player.jumps = mget(SAVE_GAME_PLAYER_JUMPS_ADDRESS, SAVE_GAME_BANK)
|
||||
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
|
||||
Context.game_in_progress = true
|
||||
|
||||
@@ -3,12 +3,16 @@ local IntroWindow = {}
|
||||
local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {}
|
||||
local InventoryWindow = {}
|
||||
local ConfigurationWindow = {}
|
||||
local AudioTestWindow = {}
|
||||
local MinigameButtonMashWindow = {}
|
||||
local MinigameRhythmWindow = {}
|
||||
local MinigameDDRWindow = {}
|
||||
Util = {}
|
||||
DesitionManager = {}
|
||||
ScreenManager = {} -- New declaration
|
||||
UI = {}
|
||||
Print = {}
|
||||
Input = {}
|
||||
|
||||
local UI = {}
|
||||
local Print = {}
|
||||
local Input = {}
|
||||
local NPC = {}
|
||||
local Item = {}
|
||||
local Player = {}
|
||||
Audio = {}
|
||||
|
||||
@@ -3,6 +3,8 @@ local WINDOW_INTRO = 1
|
||||
local WINDOW_MENU = 2
|
||||
local WINDOW_GAME = 3
|
||||
local WINDOW_POPUP = 4
|
||||
local WINDOW_INVENTORY = 5
|
||||
local WINDOW_INVENTORY_ACTION = 6
|
||||
local WINDOW_CONFIGURATION = 7
|
||||
local WINDOW_MINIGAME_BUTTON_MASH = 8
|
||||
local WINDOW_MINIGAME_RHYTHM = 9
|
||||
local WINDOW_MINIGAME_DDR = 10
|
||||
local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol
|
||||
|
||||
@@ -1,36 +1,36 @@
|
||||
-- <TILES>
|
||||
-- 000:4444444444444444444444444444444444444444444444444444444444444444
|
||||
-- 001:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 002:5555555555555555555555555555555555555555555555555555555555555555
|
||||
-- 003:6666666666666666666666666666666666666666666666666666666666666666
|
||||
-- 004:7777777777777777777777777777777777777777777777777777777777777777
|
||||
-- 005:8888888888888888888888888888888888888888888888888888888888888888
|
||||
-- 006:9999999999999999999999999999999999999999999999999999999999999999
|
||||
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
|
||||
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
|
||||
-- 016:dddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd
|
||||
-- 017:eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
|
||||
-- 018:cc222222cc222222cc222222cc222222222222222222222222222222eeeeeeee
|
||||
-- 019:222222cc222222cc222222cc222222cc222222222222222222222222eeeeeeee
|
||||
-- 020:daaaabdddaaaabdddaaaabdddaaaabdddaaaabdddaaaabdddddddddddddddddd
|
||||
-- 021:f888888ff888888ff888888ff888888f8888888f8888888ffeeeeffeeeeffee
|
||||
-- 022:e000000ee000000ee000000ee000000eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
|
||||
-- </TILES>
|
||||
|
||||
-- <WAVES>
|
||||
-- 000:00000000ffffffff00000000ffffffff
|
||||
-- 001:0123456789abcdeffedcba9876543210
|
||||
-- 02:0123456789abcdef0123456789abcdef
|
||||
-- </WAVES>
|
||||
|
||||
-- <SFX>
|
||||
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
|
||||
-- </SFX>
|
||||
|
||||
-- <TRACKS>
|
||||
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- </TRACKS>
|
||||
|
||||
--luacheck: ignore max_line_length
|
||||
-- <PALETTE>
|
||||
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||
-- </PALETTE>
|
||||
-- <SFX>
|
||||
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
|
||||
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000
|
||||
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000
|
||||
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000
|
||||
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
|
||||
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
|
||||
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000
|
||||
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800
|
||||
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
|
||||
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
|
||||
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100100000080800
|
||||
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000400000000000
|
||||
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
|
||||
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
|
||||
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
|
||||
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000
|
||||
-- </SFX>
|
||||
-- <WAVES>
|
||||
-- 000:bcceefceedddddc84333121268abaa99
|
||||
-- 001:6789bdd96adc83248dd6334adda7578b
|
||||
-- 002:0123456789abcdef0123456789abcdef
|
||||
-- 003:224578acdeeeeddcba95434567653100
|
||||
-- 004:00000000ffffffff00000000ffffffff
|
||||
-- 005:0123456789abcdeffedcba9876543210
|
||||
-- 006:0123456789abcdef0123456789abcdef
|
||||
-- 007:76543210123456789abcdefedcba9878
|
||||
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
|
||||
-- 009:fff000fff000fff000fff000fff000ff
|
||||
-- </WAVES>
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
-- title: Definitely not an Impostor
|
||||
-- name: impostor
|
||||
-- author: Teletype Games
|
||||
-- desc: Life of a programmer in the Vector
|
||||
-- site: https://git.teletype.hu/games/impostor
|
||||
-- license: MIT License
|
||||
-- version: 0.15
|
||||
-- version: 0.1
|
||||
-- script: lua
|
||||
|
||||
8
inc/screen/screen.home.lua
Normal file
8
inc/screen/screen.home.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
ScreenManager.register({
|
||||
id = "home",
|
||||
name = "Home",
|
||||
decisions = {
|
||||
"go_to_toilet",
|
||||
"go_to_walking_to_office",
|
||||
}
|
||||
})
|
||||
27
inc/screen/screen.manager.lua
Normal file
27
inc/screen/screen.manager.lua
Normal 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
|
||||
10
inc/screen/screen.office.lua
Normal file
10
inc/screen/screen.office.lua
Normal file
@@ -0,0 +1,10 @@
|
||||
ScreenManager.register({
|
||||
id = "office",
|
||||
name = "Office",
|
||||
decisions = {
|
||||
"play_button_mash",
|
||||
"play_rhythm",
|
||||
"play_ddr",
|
||||
"go_to_walking_to_home",
|
||||
}
|
||||
})
|
||||
7
inc/screen/screen.toilet.lua
Normal file
7
inc/screen/screen.toilet.lua
Normal file
@@ -0,0 +1,7 @@
|
||||
ScreenManager.register({
|
||||
id = "toilet",
|
||||
name = "Toilet",
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
}
|
||||
})
|
||||
8
inc/screen/screen.walking_to_home.lua
Normal file
8
inc/screen/screen.walking_to_home.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
ScreenManager.register({
|
||||
id = "walking_to_home",
|
||||
name = "Walking to home",
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
"go_to_office",
|
||||
}
|
||||
})
|
||||
8
inc/screen/screen.walking_to_office.lua
Normal file
8
inc/screen/screen.walking_to_office.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
ScreenManager.register({
|
||||
id = "walking_to_office",
|
||||
name = "Walking to office",
|
||||
decisions = {
|
||||
"go_to_home",
|
||||
"go_to_office",
|
||||
}
|
||||
})
|
||||
16
inc/system/system.audio.lua
Normal file
16
inc/system/system.audio.lua
Normal file
@@ -0,0 +1,16 @@
|
||||
-- Audio subsystem
|
||||
|
||||
function Audio.music_stop() music() end
|
||||
function Audio.music_play_mainmenu() end
|
||||
function Audio.music_play_wakingup() end
|
||||
function Audio.music_play_room_morning() end
|
||||
function Audio.music_play_room_street_1() end
|
||||
function Audio.music_play_room_street_2() end
|
||||
function Audio.music_play_room_() end
|
||||
function Audio.music_play_room_work() end
|
||||
|
||||
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
||||
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
||||
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
||||
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
||||
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
||||
@@ -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
|
||||
@@ -16,9 +15,9 @@ local INPUT_KEY_ENTER = 50
|
||||
|
||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
||||
function Input.left() return btn(INPUT_KEY_LEFT) end
|
||||
function Input.right() return btn(INPUT_KEY_RIGHT) end
|
||||
function Input.player_jump() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
||||
function Input.left() return btnp(INPUT_KEY_LEFT) end
|
||||
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
||||
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
||||
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
|
||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
|
||||
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||
|
||||
@@ -20,24 +20,31 @@ local STATE_HANDLERS = {
|
||||
PopupWindow.update()
|
||||
PopupWindow.draw()
|
||||
end,
|
||||
[WINDOW_INVENTORY] = function()
|
||||
InventoryWindow.update()
|
||||
InventoryWindow.draw()
|
||||
end,
|
||||
[WINDOW_INVENTORY_ACTION] = function()
|
||||
InventoryWindow.draw()
|
||||
PopupWindow.draw()
|
||||
PopupWindow.update()
|
||||
end,
|
||||
[WINDOW_CONFIGURATION] = function()
|
||||
ConfigurationWindow.update()
|
||||
ConfigurationWindow.draw()
|
||||
end,
|
||||
[WINDOW_AUDIOTEST] = function()
|
||||
AudioTestWindow.update()
|
||||
AudioTestWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_BUTTON_MASH] = function()
|
||||
MinigameButtonMashWindow.update()
|
||||
MinigameButtonMashWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_RHYTHM] = function()
|
||||
MinigameRhythmWindow.update()
|
||||
MinigameRhythmWindow.draw()
|
||||
end,
|
||||
[WINDOW_MINIGAME_DDR] = function()
|
||||
MinigameDDRWindow.update()
|
||||
MinigameDDRWindow.draw()
|
||||
end,
|
||||
}
|
||||
|
||||
local initialized_game = false
|
||||
|
||||
function init_game()
|
||||
local function init_game()
|
||||
if initialized_game then return end
|
||||
|
||||
MenuWindow.refresh_menu_items()
|
||||
@@ -46,7 +53,6 @@ end
|
||||
|
||||
function TIC()
|
||||
init_game()
|
||||
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[Context.active_window]
|
||||
if handler then
|
||||
|
||||
@@ -6,3 +6,10 @@ function Print.text(text, x, y, color, fixed, scale)
|
||||
print(text, x + 1, y + 1, shadow_color, fixed, scale)
|
||||
print(text, x, y, color, fixed, scale)
|
||||
end
|
||||
|
||||
function Print.text_center(text, x, y, color, fixed, scale)
|
||||
scale = scale or 1
|
||||
local text_width = print(text, 0, -6, 0, fixed, scale)
|
||||
local centered_x = x - (text_width / 2)
|
||||
Print.text(text, centered_x, y, color, fixed, scale)
|
||||
end
|
||||
|
||||
@@ -19,11 +19,13 @@ end
|
||||
|
||||
function UI.update_menu(items, selected_item)
|
||||
if Input.up() then
|
||||
Audio.sfx_beep()
|
||||
selected_item = selected_item - 1
|
||||
if selected_item < 1 then
|
||||
selected_item = #items
|
||||
end
|
||||
elseif Input.down() then
|
||||
Audio.sfx_beep()
|
||||
selected_item = selected_item + 1
|
||||
if selected_item > #items then
|
||||
selected_item = 1
|
||||
@@ -35,7 +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
|
||||
@@ -50,18 +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
|
||||
|
||||
@@ -85,3 +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
|
||||
15
inc/system/system.util.lua
Normal file
15
inc/system/system.util.lua
Normal file
@@ -0,0 +1,15 @@
|
||||
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
|
||||
97
inc/window/window.audiotest.lua
Normal file
97
inc/window/window.audiotest.lua
Normal file
@@ -0,0 +1,97 @@
|
||||
AudioTestWindow = {
|
||||
index_menu = 1,
|
||||
index_func = 1,
|
||||
list_func = {},
|
||||
menuitems = {},
|
||||
last_pressed = false
|
||||
}
|
||||
|
||||
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
return {
|
||||
{
|
||||
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
||||
desition = function()
|
||||
local current_func = Audio[list_func[index_func]]
|
||||
if current_func then
|
||||
current_func()
|
||||
else
|
||||
trace("Invalid Audio function: " .. list_func[index_menu])
|
||||
end
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Stop playing music",
|
||||
desition = function()
|
||||
Audio.music_stop()
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Back",
|
||||
desition = function()
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
},
|
||||
}
|
||||
end
|
||||
|
||||
function AudioTestWindow.generate_listfunc()
|
||||
local result = {}
|
||||
|
||||
for k, v in pairs(Audio) do
|
||||
if type(v) == "function" then
|
||||
result[#result + 1] = k
|
||||
end
|
||||
end
|
||||
|
||||
table.sort(result)
|
||||
|
||||
return result
|
||||
end
|
||||
|
||||
function AudioTestWindow.back()
|
||||
Audio.sfx_deselect()
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
|
||||
function AudioTestWindow.init()
|
||||
AudioTestWindow.last_pressed = false
|
||||
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
|
||||
)
|
||||
end
|
||||
|
||||
function AudioTestWindow.draw()
|
||||
UI.draw_top_bar("Audio test")
|
||||
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
||||
end
|
||||
|
||||
function AudioTestWindow.update()
|
||||
if Input.up() then
|
||||
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
|
||||
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
|
||||
)
|
||||
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
|
||||
)
|
||||
elseif Input.menu_confirm() then
|
||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
|
||||
elseif Input.menu_back() then
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
end
|
||||
@@ -5,23 +5,11 @@ ConfigurationWindow = {
|
||||
|
||||
function ConfigurationWindow.init()
|
||||
ConfigurationWindow.controls = {
|
||||
UI.create_numeric_stepper(
|
||||
"Move Speed",
|
||||
function() return Config.physics.move_speed end,
|
||||
function(v) Config.physics.move_speed = v end,
|
||||
0.5, 3, 0.1, "%.1f"
|
||||
),
|
||||
UI.create_numeric_stepper(
|
||||
"Max Jumps",
|
||||
function() return Config.physics.max_jumps end,
|
||||
function(v) Config.physics.max_jumps = v end,
|
||||
1, 5, 1, "%d"
|
||||
),
|
||||
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
|
||||
),
|
||||
@@ -39,7 +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
|
||||
@@ -58,7 +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
|
||||
@@ -70,7 +57,6 @@ function ConfigurationWindow.draw()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
end
|
||||
|
||||
@@ -103,9 +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
|
||||
|
||||
@@ -1,28 +1,19 @@
|
||||
function GameWindow.draw()
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
UI.draw_top_bar(currentScreenData.name)
|
||||
|
||||
-- Draw platforms
|
||||
for _, p in ipairs(currentScreenData.platforms) do
|
||||
rect(p.x, p.y, p.w, p.h, Config.colors.green)
|
||||
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
|
||||
|
||||
-- Draw items
|
||||
for _, item in ipairs(currentScreenData.items) do
|
||||
spr(item.sprite_id, item.x, item.y, 0)
|
||||
end
|
||||
|
||||
-- Draw NPCs
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
|
||||
spr(npc.sprite_id, npc.x, npc.y, 0)
|
||||
-- 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
|
||||
|
||||
-- Draw ground
|
||||
rect(Context.ground.x, Context.ground.y, Context.ground.w, Context.ground.h, Config.colors.dark_grey)
|
||||
|
||||
-- Draw player
|
||||
Player.draw()
|
||||
end
|
||||
|
||||
function GameWindow.update()
|
||||
@@ -31,7 +22,55 @@ function GameWindow.update()
|
||||
MenuWindow.refresh_menu_items()
|
||||
return
|
||||
end
|
||||
Player.update() -- Call the encapsulated player update logic
|
||||
|
||||
-- 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 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
|
||||
|
||||
function GameWindow.set_state(new_state)
|
||||
|
||||
@@ -22,4 +22,3 @@ function IntroWindow.update()
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
function InventoryWindow.draw()
|
||||
UI.draw_top_bar("Inventory")
|
||||
|
||||
if #Context.inventory == 0 then
|
||||
Print.text("Inventory is empty.", 70, 70, Config.colors.light_grey)
|
||||
else
|
||||
for i, item in ipairs(Context.inventory) do
|
||||
local color = Config.colors.light_grey
|
||||
if i == Context.selected_inventory_item then
|
||||
color = Config.colors.green
|
||||
Print.text(">", 60, 20 + i * 10, color)
|
||||
end
|
||||
Print.text(item.name, 70, 20 + i * 10, color)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function InventoryWindow.update()
|
||||
Context.selected_inventory_item = UI.update_menu(Context.inventory, Context.selected_inventory_item)
|
||||
|
||||
if Input.menu_confirm() and #Context.inventory > 0 then
|
||||
local selected_item = Context.inventory[Context.selected_inventory_item]
|
||||
PopupWindow.show_menu_dialog(selected_item, {
|
||||
{label = "Use", action = Item.use},
|
||||
{label = "Drop", action = Item.drop},
|
||||
{label = "Look at", action = Item.look_at},
|
||||
{label = "Go back", action = Item.go_back_from_inventory_action}
|
||||
}, WINDOW_INVENTORY_ACTION)
|
||||
end
|
||||
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
end
|
||||
@@ -8,8 +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
|
||||
selected_item.action()
|
||||
if selected_item and selected_item.desition then
|
||||
Audio.sfx_select()
|
||||
selected_item.desition()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -41,20 +42,24 @@ function MenuWindow.configuration()
|
||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
||||
end
|
||||
|
||||
function MenuWindow.audio_test()
|
||||
AudioTestWindow.init()
|
||||
GameWindow.set_state(WINDOW_AUDIOTEST)
|
||||
end
|
||||
|
||||
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 = "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
|
||||
|
||||
|
||||
|
||||
323
inc/window/window.minigame.ddr.lua
Normal file
323
inc/window/window.minigame.ddr.lua
Normal file
@@ -0,0 +1,323 @@
|
||||
function MinigameDDRWindow.init()
|
||||
-- Calculate evenly spaced arrow positions
|
||||
local arrow_size = 12
|
||||
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
|
||||
max_fill = 100,
|
||||
fill_per_hit = 10, -- Points gained per perfect hit
|
||||
miss_penalty = 5, -- Points lost per miss
|
||||
bar_x = 20,
|
||||
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 = {
|
||||
{dir = "left", x = start_x},
|
||||
{dir = "down", x = start_x + arrow_size + arrow_spacing},
|
||||
{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,
|
||||
down = 0,
|
||||
up = 0,
|
||||
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
|
||||
|
||||
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]
|
||||
Context.minigame_ddr.use_pattern = true
|
||||
Context.minigame_ddr.pattern_index = 1
|
||||
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
||||
else
|
||||
-- Default to random spawning
|
||||
Context.minigame_ddr.use_pattern = false
|
||||
if song_key then
|
||||
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
||||
else
|
||||
Context.minigame_ddr.debug_status = "Random mode"
|
||||
end
|
||||
end
|
||||
Context.active_window = WINDOW_MINIGAME_DDR
|
||||
end
|
||||
|
||||
-- Spawn a new arrow (random direction)
|
||||
local function spawn_arrow()
|
||||
local mg = Context.minigame_ddr
|
||||
local target = mg.target_arrows[math.random(1, 4)]
|
||||
table.insert(mg.arrows, {
|
||||
dir = target.dir,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
|
||||
})
|
||||
end
|
||||
|
||||
-- Spawn an arrow with specific direction
|
||||
local function spawn_arrow_dir(direction)
|
||||
local mg = Context.minigame_ddr
|
||||
-- Find the target arrow for this direction
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
if target.dir == direction then
|
||||
table.insert(mg.arrows, {
|
||||
dir = direction,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10
|
||||
})
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if arrow is close enough for a hit
|
||||
local function check_hit(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
local distance = math.abs(arrow.y - mg.target_y)
|
||||
return distance <= mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Check if arrow has passed the target
|
||||
local function check_miss(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
return arrow.y > mg.target_y + mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Draw a single arrow sprite
|
||||
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
|
||||
tri(x + half, y, x, y + half, x + half, y + size, color)
|
||||
rect(x + half, y + half - 2, half, 4, color)
|
||||
elseif direction == "right" then
|
||||
-- Triangle pointing right
|
||||
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
||||
rect(x, y + half - 2, half, 4, color)
|
||||
elseif direction == "up" then
|
||||
-- Triangle pointing up
|
||||
tri(x, y + half, x + half, y, x + size, y + half, color)
|
||||
rect(x + half - 2, y + half, 4, half, color)
|
||||
elseif direction == "down" then
|
||||
-- Triangle pointing down
|
||||
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
||||
rect(x + half - 2, y, 4, half, color)
|
||||
end
|
||||
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
|
||||
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
||||
-- Song complete! Return to previous window
|
||||
Context.active_window = mg.return_window
|
||||
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)
|
||||
mg.pattern_index = mg.pattern_index + 1
|
||||
else
|
||||
-- Not time yet, break the loop
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Random spawning mode (original behavior)
|
||||
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
||||
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
||||
spawn_arrow()
|
||||
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)
|
||||
-- Penalty for missing
|
||||
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
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(),
|
||||
down = Input.down(),
|
||||
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
|
||||
if arrow.dir == dir and check_hit(arrow) then
|
||||
-- Perfect hit!
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
end
|
||||
table.remove(mg.arrows, i)
|
||||
hit = true
|
||||
break
|
||||
end
|
||||
end
|
||||
-- If pressed but no arrow to hit, apply small penalty
|
||||
if not hit then
|
||||
mg.bar_fill = mg.bar_fill - 2
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.draw()
|
||||
local mg = Context.minigame_ddr
|
||||
-- Safety check
|
||||
if not mg then
|
||||
cls(0)
|
||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||
print("Press Z to return", 10, 20, 12)
|
||||
if Input.select() then
|
||||
Context.active_window = WINDOW_GAME
|
||||
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
|
||||
-- Color changes as bar fills
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
elseif mg.bar_fill > 33 then
|
||||
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
|
||||
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
|
||||
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.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
|
||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||
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
|
||||
)
|
||||
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
|
||||
)
|
||||
end
|
||||
else
|
||||
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
|
||||
end
|
||||
end
|
||||
96
inc/window/window.minigame.mash.lua
Normal file
96
inc/window/window.minigame.mash.lua
Normal file
@@ -0,0 +1,96 @@
|
||||
function MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash = {
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
fill_per_press = 8,
|
||||
base_degradation = 0.15, -- Base degradation per frame
|
||||
degradation_multiplier = 0.006, -- Increases with bar fill
|
||||
button_pressed_timer = 0, -- Visual feedback timer
|
||||
button_press_duration = 8, -- Frames to show button press
|
||||
return_window = WINDOW_GAME, -- Window to return to after completion
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
button_x = 20,
|
||||
button_y = 110,
|
||||
button_size = 12
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.start(return_window)
|
||||
MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
||||
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
|
||||
end
|
||||
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
|
||||
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar -- medium color
|
||||
end
|
||||
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
|
||||
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)
|
||||
end
|
||||
132
inc/window/window.minigame.rhythm.lua
Normal file
132
inc/window/window.minigame.rhythm.lua
Normal file
@@ -0,0 +1,132 @@
|
||||
function MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm = {
|
||||
line_position = 0, -- Normalized position (0 to 1)
|
||||
line_speed = 0.015, -- Movement speed per frame
|
||||
line_direction = 1, -- 1 for left-to-right, -1 for right-to-left
|
||||
target_center = 0.5, -- Center of target area (middle of bar)
|
||||
target_width = 0.3, -- Width of target area (normalized)
|
||||
initial_target_width = 0.3,
|
||||
min_target_width = 0.08, -- Minimum width to keep game possible
|
||||
target_shrink_rate = 0.9, -- Multiplier per successful hit (0.9 = 10% shrink)
|
||||
score = 0,
|
||||
max_score = 10,
|
||||
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
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.start(return_window)
|
||||
MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
||||
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
|
||||
mg.line_direction = -1
|
||||
elseif mg.line_position < 0 then
|
||||
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
|
||||
else
|
||||
-- MISS! Deduct point (but not below 0)
|
||||
mg.score = mg.score - 1
|
||||
if mg.score < 0 then
|
||||
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)
|
||||
if mg.target_width < mg.min_target_width then
|
||||
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
|
||||
end
|
||||
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
|
||||
-- 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_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
|
||||
)
|
||||
-- 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
|
||||
@@ -1,102 +1,44 @@
|
||||
function PopupWindow.set_dialog_node(node_key)
|
||||
local npc = Context.dialog.active_entity
|
||||
local node = npc.dialog[node_key]
|
||||
-- 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
|
||||
|
||||
if not node then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
return
|
||||
end
|
||||
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
|
||||
|
||||
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 or WINDOW_INVENTORY_ACTION
|
||||
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
|
||||
|
||||
@@ -1,13 +1,9 @@
|
||||
function SplashWindow.draw()
|
||||
for y, row in ipairs(MapBedroom) do
|
||||
for x = 1, #row, 2 do
|
||||
local tile_id_hex = string.sub(row, x, x + 1)
|
||||
local tile_id = tonumber(tile_id_hex, 16)
|
||||
local screen_x = (x - 1) / 2 * 8
|
||||
local screen_y = (y - 1) * 8
|
||||
spr(tile_id, screen_x, screen_y, -1, 1, 0, 0, 1, 1)
|
||||
end
|
||||
end
|
||||
local txt = "Definitely not an Impostor"
|
||||
local w = #txt * 6
|
||||
local x = (240 - w) / 2
|
||||
local y = (136 - 6) / 2
|
||||
print(txt, x, y, 12)
|
||||
end
|
||||
|
||||
function SplashWindow.update()
|
||||
|
||||
289
infra.md
Normal file
289
infra.md
Normal file
@@ -0,0 +1,289 @@
|
||||
# Server
|
||||
```mermaid
|
||||
graph TD
|
||||
Internet --> Nginx
|
||||
|
||||
Nginx --> Traefik
|
||||
Traefik --> Gitea
|
||||
Gitea --> GiteaDB[(Gitea data / SQLite)]
|
||||
|
||||
Traefik --> WoodpeckerServer
|
||||
WoodpeckerServer --> WoodpeckerDB[(Woodpecker data / SQLite)]
|
||||
WoodpeckerServer --> WoodpeckerAgent
|
||||
WoodpeckerAgent --> DockerSocket[(Docker)]
|
||||
|
||||
Traefik --> WebApp
|
||||
WebApp --> MySQL[(MySQL)]
|
||||
WebApp --> Softwares[(Volume)]
|
||||
|
||||
Droparea --> Softwares
|
||||
|
||||
Nginx --> Discourse
|
||||
Discourse --> ForumDB[(Postgres)]
|
||||
Discourse --> Redis[(Redis)]
|
||||
|
||||
Nginx --> Wiki
|
||||
Wiki --> WikiDB[(Postgres)]
|
||||
```
|
||||
|
||||
# TIC-80 Pipeline
|
||||
|
||||
This document describes the Woodpecker CI pipeline used to build, export, upload, and publish a TIC-80 game project.
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The pipeline performs the following steps:
|
||||
|
||||
1. **Build** the TIC-80 project using a custom Docker image
|
||||
2. **Export** the game to `.tic` and HTML formats
|
||||
3. **Upload artifacts** to a remote server via SCP
|
||||
4. **Notify an update server** to publish the new version
|
||||
|
||||
The pipeline is driven by environment variables so it can be reused across projects.
|
||||
|
||||
---
|
||||
|
||||
## Global Environment
|
||||
|
||||
```yaml
|
||||
environment: &environment
|
||||
GAME_NAME: mranderson
|
||||
GAME_LANG: lua
|
||||
```
|
||||
|
||||
- **GAME_NAME**: Project name (used for all outputs)
|
||||
- **GAME_LANG**: Source language used by TIC-80 (Lua)
|
||||
|
||||
The anchor (`&environment`) allows reuse across steps.
|
||||
|
||||
---
|
||||
|
||||
## Step 1: Build & Export
|
||||
|
||||
```yaml
|
||||
- name: build
|
||||
image: git.teletype.hu/internal/tic80pro:latest
|
||||
environment:
|
||||
<<: *environment
|
||||
XDG_RUNTIME_DIR: /tmp
|
||||
commands:
|
||||
- make build
|
||||
- make export
|
||||
```
|
||||
|
||||
**What it does:**
|
||||
|
||||
- Uses a custom TIC-80 Pro Docker image hosted in Gitea
|
||||
- Runs the Makefile `build` target to assemble source files
|
||||
- Runs the `export` target to generate:
|
||||
- `.tic` cartridge
|
||||
- `.html.zip` web build
|
||||
|
||||
---
|
||||
|
||||
## Step 2: Artifact Upload
|
||||
|
||||
```yaml
|
||||
- name: artifact
|
||||
image: alpine
|
||||
environment:
|
||||
<<: *environment
|
||||
DROPAREA_HOST: vps.teletype.hu
|
||||
DROPAREA_PORT: 2223
|
||||
DROPAREA_TARGET_PATH: /home/drop
|
||||
DROPAREA_USER: drop
|
||||
DROPAREA_SSH_PASSWORD:
|
||||
from_secret: droparea_ssh_password
|
||||
commands:
|
||||
- apk add --no-cache openssh-client sshpass
|
||||
- mkdir -p /root/.ssh
|
||||
- sshpass -p $DROPAREA_SSH_PASSWORD scp -o StrictHostKeyChecking=no -P $DROPAREA_PORT \
|
||||
$GAME_NAME.$GAME_LANG \
|
||||
$GAME_NAME.tic \
|
||||
$GAME_NAME.html.zip \
|
||||
$DROPAREA_USER@$DROPAREA_HOST:$DROPAREA_TARGET_PATH
|
||||
```
|
||||
|
||||
**What it does:**
|
||||
|
||||
- Installs SCP tooling in a minimal Alpine container
|
||||
- Uploads:
|
||||
- Source file
|
||||
- TIC-80 cartridge
|
||||
- HTML export ZIP
|
||||
- Uses secrets for SSH authentication
|
||||
|
||||
---
|
||||
|
||||
## Step 3: Update Notification
|
||||
|
||||
```yaml
|
||||
- name: update
|
||||
image: alpine
|
||||
environment:
|
||||
<<: *environment
|
||||
UPDATE_SERVER: https://games.vps.teletype.hu
|
||||
UPDATE_SECRET:
|
||||
from_secret: update_secret_key
|
||||
commands:
|
||||
- apk add --no-cache curl
|
||||
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
|
||||
```
|
||||
|
||||
**What it does:**
|
||||
|
||||
- Sends an HTTP request to the update server
|
||||
- Notifies that a new TIC-80 build is available
|
||||
- Uses a secret key to authorize the update
|
||||
|
||||
---
|
||||
|
||||
## Result
|
||||
|
||||
After a successful run:
|
||||
|
||||
- The game is built and exported
|
||||
- Artifacts are uploaded to the server
|
||||
- The public game index is updated automatically
|
||||
|
||||
This pipeline enables **fully automated TIC-80 releases** using open tools and infrastructure.
|
||||
|
||||
|
||||
# TIC-80 Makefile Project Builder
|
||||
|
||||
This Makefile provides a simple, reproducible workflow for building **TIC-80 Lua projects** from multiple source files. It is designed for small indie or experimental projects where the source code is split into logical parts and then merged into a single `.lua` cartridge.
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The workflow is based on four core ideas:
|
||||
|
||||
- Source code is split into multiple Lua files inside an `inc/` directory
|
||||
- A project-specific `.inc` file defines the **build order**
|
||||
- All source files are concatenated into one final `.lua` file
|
||||
- TIC-80 is used in CLI mode to export runnable artifacts
|
||||
|
||||
This approach keeps the codebase modular while remaining compatible with TIC-80’s single-file cartridge model.
|
||||
|
||||
---
|
||||
|
||||
## Project Structure
|
||||
|
||||
```text
|
||||
project-root/
|
||||
├── inc/
|
||||
│ ├── core.lua
|
||||
│ ├── player.lua
|
||||
│ └── world.lua
|
||||
├── mranderson.inc
|
||||
├── Makefile
|
||||
└── README.md
|
||||
```
|
||||
|
||||
- `inc/` contains all Lua source fragments
|
||||
- `<project>.inc` defines the order in which files are merged
|
||||
- `<project>.lua` is generated automatically
|
||||
|
||||
---
|
||||
|
||||
## The `.inc` File
|
||||
|
||||
The `.inc` file is a **plain text file** listing Lua source files in build order:
|
||||
|
||||
```text
|
||||
core.lua
|
||||
player.lua
|
||||
world.lua
|
||||
```
|
||||
|
||||
The order matters. Files listed earlier are concatenated first and must define any globals used later.
|
||||
|
||||
---
|
||||
|
||||
## Usage
|
||||
|
||||
### Build (default)
|
||||
|
||||
```sh
|
||||
make build
|
||||
```
|
||||
|
||||
- Reads `mranderson.inc`
|
||||
- Concatenates files from `inc/`
|
||||
- Produces `mranderson.lua`
|
||||
|
||||
### Export (TIC-80)
|
||||
|
||||
```sh
|
||||
make export
|
||||
```
|
||||
|
||||
- Loads the generated Lua file into TIC-80 (CLI mode)
|
||||
- Saves a `.tic` cartridge
|
||||
- Exports an HTML build
|
||||
|
||||
### Export Assets
|
||||
|
||||
```sh
|
||||
make export_assets
|
||||
```
|
||||
|
||||
- **Purpose**: Extracts asset sections (PALETTE, TILES, SPRITES, MAP, SFX, MUSIC) from the compiled `<project>.lua` file.
|
||||
- **Mechanism**: Uses `sed` to directly parse the generated `<project>.lua` and saves the extracted data into `inc/meta/meta.assets.lua`. This file can then be used to embed the asset data directly into other parts of the project or for version control of visual assets.
|
||||
|
||||
### Import Assets
|
||||
|
||||
The `import_assets` target was considered during development but is currently not part of the build workflow. Asset handling for TIC-80 projects within this Makefile relies solely on direct extraction (`export_assets`) from the built Lua cartridge, rather than importing external asset definitions. This target may be implemented in the future if a need for pre-build asset injection arises.
|
||||
|
||||
### Watch Mode
|
||||
|
||||
```sh
|
||||
make watch
|
||||
```
|
||||
|
||||
- Performs an initial build
|
||||
- Watches the `inc/` directory and `.inc` file
|
||||
- Rebuilds automatically on any change
|
||||
|
||||
Requires `fswatch` to be installed.
|
||||
|
||||
---
|
||||
|
||||
## Generated Artifacts
|
||||
|
||||
| File | Description |
|
||||
|-----|-------------|
|
||||
| `<project>.lua` | Merged Lua source (input for TIC-80) |
|
||||
| `<project>.tic` | TIC-80 cartridge |
|
||||
| `<project>.html` | Web export |
|
||||
| `<project>.html.zip` | Packaged HTML build |
|
||||
|
||||
---
|
||||
|
||||
## Design Goals
|
||||
|
||||
- Keep TIC-80 projects modular
|
||||
- Avoid manual copy-paste between files
|
||||
- Enable fast iteration and experimentation
|
||||
- Remain fully compatible with open-source tooling
|
||||
|
||||
This Makefile is intentionally minimal and transparent, favoring simplicity over abstraction.
|
||||
|
||||
---
|
||||
|
||||
## Requirements
|
||||
|
||||
- `make`
|
||||
- `tic80` available in PATH
|
||||
- `fswatch` (only for watch mode)
|
||||
|
||||
---
|
||||
|
||||
## License
|
||||
|
||||
MIT License — free to use, modify, and redistribute.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user