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Author SHA1 Message Date
5ae1eec48a - task #134: randomize placement of characters
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2026-04-09 20:47:59 +02:00
8921f02821 mouse handling refact
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ci/woodpecker/push/woodpecker Pipeline was successful
2026-04-02 22:12:58 +02:00
211af18c26 debug mode fix
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ci/woodpecker/push/woodpecker Pipeline was successful
2026-04-02 21:51:43 +02:00
13 changed files with 189 additions and 61 deletions

1
.gitignore vendored
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@@ -7,3 +7,4 @@ docs
minify.lua
*.tic
*.zip
NOTES_*

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@@ -144,26 +144,21 @@ function Decision.update(decisions, selected_decision_index)
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
if Mouse.clicked() then
local mx = Mouse.x()
local my = Mouse.y()
local bar_height = 16
local bar_y = Config.screen.height - bar_height
if my >= bar_y then
if mx < 15 then
local bar_h = 16
local bar_y = Config.screen.height - bar_h
local prev_zone = { x = 0, y = bar_y, w = 15, h = bar_h }
local next_zone = { x = Config.screen.width-15, y = bar_y, w = 15, h = bar_h }
local confirm_zone = { x = 15, y = bar_y, w = Config.screen.width-30, h = bar_h }
if Mouse.zone(prev_zone) then
Audio.sfx_beep()
Mouse.consume()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif mx > Config.screen.width - 15 then
elseif Mouse.zone(next_zone) then
Audio.sfx_beep()
Mouse.consume()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
else
Mouse.consume()
elseif Mouse.zone(confirm_zone) then
return selected_decision_index, true
end
end
end
return selected_decision_index, false
end

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

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

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

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

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@@ -6,6 +6,7 @@ local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4
local INPUT_KEY_B = 5
local INPUT_KEY_SPACE = 48
local INPUT_KEY_ENTER = 50
local INPUT_KEY_BACKSPACE = 51
--- Checks if Up is pressed.
@@ -26,3 +27,6 @@ function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) or Mou
--- Checks if Back is pressed.
--- @within Input
function Input.back() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Enter is pressed.
--- @within Input
function Input.enter() return keyp(INPUT_KEY_ENTER) end

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@@ -10,6 +10,11 @@ function Mouse.update()
_consumed = false
local mt = {mouse()}
_mx, _my, _mleft = mt[1], mt[2], mt[3]
-- trace mouse position and tile for testing purposes
if Context.test_mode and Context.mouse_trace then
trace("Mouse: (" .. _mx .. "," .. _my .. "), tile: (" .. math.floor(_mx / 8) .. "," .. math.floor(_my / 8) .. ")")
end
end
--- Returns current mouse X position.
@@ -41,3 +46,36 @@ function Mouse.consume() _consumed = true end
function Mouse.in_rect(x, y, w, h)
return _mx >= x and _mx < x + w and _my >= y and _my < y + h
end
--- Returns true if the mouse is within the given circle.
--- @within Mouse
--- @param cx number Center x.
--- @param cy number Center y.
--- @param r number Radius.
function Mouse.in_circle(cx, cy, r)
local dx = _mx - cx
local dy = _my - cy
return (dx * dx + dy * dy) <= (r * r)
end
--- Returns true if the mouse was clicked inside the given rectangle, and consumes the click.
--- @within Mouse
--- @param rect table A table with fields: x, y, w, h.
function Mouse.zone(rect)
if Mouse.clicked() and Mouse.in_rect(rect.x, rect.y, rect.w, rect.h) then
Mouse.consume()
return true
end
return false
end
--- Returns true if the mouse was clicked inside the given circle, and consumes the click.
--- @within Mouse
--- @param circle table A table with fields: x, y, r.
function Mouse.zone_circle(circle)
if Mouse.clicked() and Mouse.in_circle(circle.x, circle.y, circle.r) then
Mouse.consume()
return true
end
return false
end

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@@ -58,9 +58,7 @@ function UI.update_menu(items, selected_item, x, y, centered)
end
end
if x ~= nil and y ~= nil and Mouse.clicked() then
local mx = Mouse.x()
local my = Mouse.y()
if x ~= nil and y ~= nil then
local menu_x = x
if centered then
local max_w = 0
@@ -71,9 +69,7 @@ function UI.update_menu(items, selected_item, x, y, centered)
menu_x = (Config.screen.width - max_w) / 2
end
for i, _ in ipairs(items) do
local item_y = y + (i - 1) * 10
if my >= item_y and my < item_y + 10 and mx >= menu_x - 8 then
Mouse.consume()
if Mouse.zone({ x = menu_x - 8, y = y + (i-1) * 10, w = Config.screen.width, h = 10 }) then
return i, true
end
end

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@@ -27,8 +27,8 @@ function TTGIntroWindow.update()
TTGIntroWindow.glitch_started = true
end
-- Count menu_back presses during the intro
if Input.back() then
-- Count enter presses during the intro
if Input.enter() then
TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1
end

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@@ -355,16 +355,11 @@ function MinigameDDRWindow.update()
right = Input.right()
}
if Mouse.clicked() then
local mx = Mouse.x()
local my = Mouse.y()
for _, target in ipairs(mg.target_arrows) do
if mx >= target.x and mx < target.x + mg.arrow_size and
my >= mg.target_y and my < mg.target_y + mg.arrow_size then
if Mouse.zone({ x = target.x, y = mg.target_y, w = mg.arrow_size, h = mg.arrow_size }) then
input_map[target.dir] = true
end
end
end
for dir, pressed in pairs(input_map) do
if pressed and mg.input_cooldowns[dir] == 0 then

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@@ -83,12 +83,7 @@ function MinigameButtonMashWindow.update()
return
end
local mouse_on_button = false
if Mouse.clicked() then
local dx = Mouse.x() - mg.button_x
local dy = Mouse.y() - mg.button_y
mouse_on_button = (dx * dx + dy * dy) <= (mg.button_size * mg.button_size)
end
local mouse_on_button = Mouse.zone_circle({ x = mg.button_x, y = mg.button_y, r = mg.button_size })
if Input.select() or mouse_on_button then
Audio.sfx_drum_high()

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@@ -95,12 +95,7 @@ function MinigameRhythmWindow.update()
if mg.press_cooldown > 0 then
mg.press_cooldown = mg.press_cooldown - 1
end
local mouse_on_button = false
if Mouse.clicked() then
local dx = Mouse.x() - mg.button_x
local dy = Mouse.y() - mg.button_y
mouse_on_button = (dx * dx + dy * dy) <= (mg.button_size * mg.button_size)
end
local mouse_on_button = Mouse.zone_circle({ x = mg.button_x, y = mg.button_y, r = mg.button_size })
if (Input.select() or mouse_on_button) and mg.press_cooldown == 0 then
mg.button_pressed_timer = mg.button_press_duration