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Author SHA1 Message Date
bb66f14bfa Add the street background and update the office.
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2026-02-19 22:28:10 +01:00
86a2ebcfa1 Merge branch 'feature/add-bedroom-to-screen1' of https://git.teletype.hu/games/impostor into feature/add-bedroom-to-screen1 2026-02-19 22:13:22 +01:00
cbfe14fc16 Add the street background. 2026-02-19 21:33:01 +01:00
8f58cd713e Makefile update
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ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-12 20:13:29 +01:00
6977800f6a Display Norman's room at Screen 1.
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2026-02-12 19:22:24 +01:00
68ccdb632a Add Norman's bedroom to Screen 1.
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2026-02-12 19:21:11 +01:00
df085da8ff Add the map to the asset types for export-import.
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ci/woodpecker/push/woodpecker Pipeline failed
2026-02-12 18:58:24 +01:00
18 changed files with 306 additions and 859 deletions

2
.gitignore vendored
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@@ -1,4 +1,2 @@
.local .local
impostor.lua impostor.lua
prompts
docs

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@@ -14,7 +14,7 @@ SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
ASSETS_LUA = inc/meta/meta.assets.lua ASSETS_LUA = inc/meta/meta.assets.lua
ASSETS_DIR = assets ASSETS_DIR = assets
ASSET_TYPES = tiles sprites sfx music ASSET_TYPES = map tiles sprites sfx music
# CI/CD variables # CI/CD variables
VERSION_FILE = .version VERSION_FILE = .version
@@ -31,10 +31,10 @@ build: $(OUTPUT)
$(OUTPUT): $(SRC) $(ORDER) $(OUTPUT): $(SRC) $(ORDER)
@rm -f $(OUTPUT) @rm -f $(OUTPUT)
@sed 's/\r$$//' $(ORDER) | while read f; do \ @while read f; do \
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \ cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
echo "" >> $(OUTPUT); \ echo "" >> $(OUTPUT); \
done done < $(ORDER)
export: build export: build
@if [ -z "$(VERSION)" ]; then \ @if [ -z "$(VERSION)" ]; then \

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@@ -3,7 +3,6 @@ init/init.modules.lua
init/init.config.lua init/init.config.lua
init/init.windows.lua init/init.windows.lua
init/init.context.lua init/init.context.lua
data/data.songs.lua
system/system.print.lua system/system.print.lua
entity/entity.npc.lua entity/entity.npc.lua
entity/entity.item.lua entity/entity.item.lua
@@ -15,9 +14,6 @@ window/window.intro.lua
window/window.menu.lua window/window.menu.lua
window/window.configuration.lua window/window.configuration.lua
window/window.popup.lua window/window.popup.lua
window/window.minigame.mash.lua
window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua
window/window.game.lua window/window.game.lua
system/system.main.lua system/system.main.lua
meta/meta.assets.lua meta/meta.assets.lua

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@@ -1,107 +0,0 @@
-- 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)
-- 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,
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)
}
]]

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@@ -2,8 +2,15 @@ local SAVE_GAME_BANK = 6
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0 local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA 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_selectS_ADDRESS = 5
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
local VX_VY_OFFSET = 128 -- Offset for negative velocities
-- Helper for deep copying tables -- Helper for deep copying tables
local function clone_table(t) local function clone_table(t)
local copy = {} local copy = {}
@@ -50,25 +57,9 @@ local function get_initial_data()
game_in_progress = false, -- New flag game_in_progress = false, -- New flag
screens = clone_table({ screens = clone_table({
{ {
-- Screen 1
name = "Screen 1", name = "Screen 1",
npcs = { npcs = {
{
name = "Button Mash Minigame",
sprite_id = 4,
dialog = {
start = {
text = "Ready to test your reflexes? Prove your speed!",
options = {
{label = "Let's do it!", next_node = "__MINIGAME_BUTTON_MASH__"},
{label = "Not now.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Come back when you're ready.",
options = {}
}
}
},
{ {
name = "Trinity", name = "Trinity",
sprite_id = 2, sprite_id = 2,
@@ -180,7 +171,7 @@ local function get_initial_data()
options = {} options = {}
} }
} }
}, }
}, },
items = { items = {
{ {
@@ -194,23 +185,6 @@ local function get_initial_data()
-- Screen 2 -- Screen 2
name = "Screen 2", name = "Screen 2",
npcs = { npcs = {
{
name = "Rhythm Master",
sprite_id = 4,
dialog = {
start = {
text = "Test your timing! Hit the mark when the moment is right.",
options = {
{label = "Let's go!", next_node = "__MINIGAME_RHYTHM__"},
{label = "Not now.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Come back when you're ready to test your reflexes.",
options = {}
}
}
},
{ {
name = "Morpheus", name = "Morpheus",
sprite_id = 5, sprite_id = 5,
@@ -301,36 +275,6 @@ local function get_initial_data()
-- Screen 3 -- Screen 3
name = "Screen 3", name = "Screen 3",
npcs = { npcs = {
{
name = "DDR Rhythm Master",
sprite_id = 4,
dialog = {
start = {
text = "Test your reflexes! Hit the arrows in time with the music. Choose your difficulty:",
options = {
{label = "Test Song", next_node = "test"},
{label = "Random Mode", next_node = "random"},
{label = "Not now.", next_node = "dialog_end"}
}
},
test = {
text = "Test song selected. Show me what you got!",
options = {
{label = "Start!", next_node = "__MINIGAME_DDR:test_song__"}
}
},
random = {
text = "Random arrows! No pattern, just react!",
options = {
{label = "Start!", next_node = "__MINIGAME_DDR__"}
}
},
dialog_end = {
text = "Come back when you're ready to dance!",
options = {}
}
}
},
{ {
name = "Agent Smith", name = "Agent Smith",
sprite_id = 8, sprite_id = 8,

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@@ -4,9 +4,6 @@ local MenuWindow = {}
local GameWindow = {} local GameWindow = {}
local PopupWindow = {} local PopupWindow = {}
local ConfigurationWindow = {} local ConfigurationWindow = {}
local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {}
local MinigameDDRWindow = {}
local UI = {} local UI = {}
local Print = {} local Print = {}

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@@ -4,6 +4,3 @@ local WINDOW_MENU = 2
local WINDOW_GAME = 3 local WINDOW_GAME = 3
local WINDOW_POPUP = 4 local WINDOW_POPUP = 4
local WINDOW_CONFIGURATION = 7 local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10

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@@ -1,3 +1,280 @@
-- <PALETTE> -- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE> -- </PALETTE>
-- <TILES>
-- 000:2222222223333332233232322353533223323232232353322333333222222222
-- 001:2222222223333333232322322333333323222322233333332355355522222222
-- 002:2222222233333333223222233333333332232223333333333555535522222222
-- 003:2222222223333333232322322333333323222322233333332355355522222222
-- 004:2222222233333333223222233333333332232223333333333555535522222222
-- 005:2222222223333333232322322333333323222322233333332355355522222222
-- 006:2222222233333333223222233333333332232223333333333555535522222222
-- 007:2222222223333333232322322333333323222322233333332355355522222222
-- 008:2222222233333333223222233333333332232223333333333555535522222222
-- 009:2222222223333333232322322333333323222322233333332355355522222222
-- 010:2222222233333333223222233333333332232223333333333555535522222222
-- 011:2222222223333333232322322333333323222322233333332355355522222222
-- 012:2222222233333333223222233333333332232223333333333555535522222222
-- 013:2222222223333333232322322333333323222322233333332355355522222222
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-- 016:2222222223333332233232322353533223323232232353322333333222222222
-- 017:1111111111111111111111111111111111111111111111111111111111111111
-- 018:1111111111111111111111111111111111111111111111111111111122222222
-- 019:1111111111111111111111111111111111111111111111111111111122222222
-- 020:1111111111111111111111111111111111111111111111111111111111111111
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-- 177:0000000000000000000000001111333300000000000000000000000011333111
-- 178:0000000000000000000000003311133300000001000000010000000133333111
-- 179:0000000000000000000000001111333300000000000000000000000011333111
-- 180:0000000000000000000000003311133300000001000000010000000133333111
-- 181:0000000000000000000000001111333300000000000000000000000011333111
-- 182:0000000000000000000000003311133300000001000000010000000133333111
-- 183:0000000000000000000000001111333300000000000000000000000011333111
-- 184:0000000000000000000000003311133300000001000000010000000133333111
-- 185:0022222202444444244444442444444424444444244444442444444424444444
-- 186:2444444444444444444444444444444444444444444444444444444444444444
-- 187:1444222214421112142111121211111221111112211111122111111221111112
-- 188:0000000000000000000000003311133300000001000000010000000133333111
-- 189:0000000000000000000000001111333300000000000000000000000011333111
-- 190:0000000000000000000000003311133300000001000000010000000133333111
-- 191:2222222223333333232322322333333323222322233333332355355522222222
-- 192:2222222223333332253232322532333223323232253332322532333225323232
-- 193:0000000000000000000000003333111100000000000000000000000033313333
-- 194:2222222224444444244444442444444424444444244444442444444424444444
-- 195:2222222244444442444444424444444244444442444444424444444244444442
-- 196:0000000000000000000000003333333300001000000010000000300033333311
-- 197:0000000000000000000000003333111100000000000000000000000033313333
-- 198:0000000000000000000000003333333300001000000010000000300033333311
-- 199:0000000000000000000000003333111100000000000000000000000033313333
-- 200:0000000000000000000000003333333300001000000010000000300033333311
-- 201:2222222221111111211111112111111121111111211111110222222233222233
-- 202:2222222211111111111111111111111111111111111111112222222233333311
-- 203:1111111211111112111111121111111211111112111111122222222033222233
-- 204:0000000000000000000000003333333300001000000010000000300033333311
-- 205:0000000000000000000000003333111100000000000000000000000033313333
-- 206:0000000000000000000000003333333300001000000010000000300033333311
-- 207:2222222223333332233232322353533223323232232353322333333222222222
-- 208:2333323225323232253233322533323225323232233232322532323225333332
-- 209:0000000000000000000000001111333300000000000000000000000011333111
-- 210:2444444424444444244444442444444424444444244444442444444424444444
-- 211:4444444244444442444444424444444244444442444444424444444244444442
-- 212:0000000000000000000000003311133300000001000000010000000133333111
-- 213:0000000000000000000000001111333300000000000000000000000011333111
-- 214:0000000000000000000000003311133300000001000000010000000133333111
-- 215:0000000000000000000000001111333300000000000000000000000011333111
-- 216:0000000000000000000000003311133300000001000000010000000133333111
-- 217:0000000000000000000000001111333300000000000000000000000011333111
-- 218:0000000000000000000000003311133300000001000000010000000133333111
-- 219:0000000000000000000000001111333300000000000000000000000011333111
-- 220:0000000000000000000000003311133300000001000000010000000133333111
-- 221:0000000000000000000000001111333300000000000000000000000011333111
-- 222:0000000000000000000000003311133300000001000000010000000133333111
-- 223:1222222112555521125555211255552112555521125555211255552112555521
-- 224:2222222223333332253232322532333223323232253332322532333225323232
-- 225:0000000000000000000000003333111100000000000000000000000033313333
-- 226:2222222221111111211111112111111121111111211111112111111122222222
-- 227:2222222211111112111111121111111211111112111111121111111222222222
-- 228:0000000000000000000000003333333300001000000010000000300033333311
-- 229:0000000000000000000000003333111100000000000000000000000033313333
-- 230:0000000000000000000000003333333300001000000010000000300033333311
-- 231:0000000000000000000000003333111100000000000000000000000033313333
-- 232:0000000000000000000000003333333300001000000010000000300033333311
-- 233:0000000000000000000000003333111100000000000000000000000033313333
-- 234:0000000000000000000000003333333300001000000010000000300033333311
-- 235:0000000000000000000000003333111100000000000000000000000033313333
-- 236:0000000000000000000000003333333300001000000010000000300033333311
-- 237:0000000000000000000000003333111100000000000000000000000033313333
-- 238:0000000000000000000000003333333300001000000010000000300033333311
-- 239:1255552112555521125555211255552112555521125555211255552112222221
-- 240:2333323225323232253233322533323225323232233232322532323225333332
-- 241:0000000000000000000000001111333300000000000000000000000011333111
-- 242:0000000000000000000000003311133300000001000000010000000133333111
-- 243:0000000000000000000000001111333300000000000000000000000011333111
-- 244:0000000000000000000000003311133300000001000000010000000133333111
-- 245:0000000000000000000000001111333300000000000000000000000011333111
-- 246:0000000000000000000000003311133300000001000000010000000133333111
-- 247:0000000000000000000000001111333300000000000000000000000011333111
-- 248:0000000000000000000000003311133300000001000000010000000133333111
-- 249:0000000000000000000000001111333300000000000000000000000011333111
-- 250:0000000000000000000000003311133300000001000000010000000133333111
-- 251:0000000000000000000000001111333300000000000000000000000011333111
-- 252:0000000000000000000000003311133300000001000000010000000133333111
-- 253:0000000000000000000000001111333300000000000000000000000011333111
-- 254:0000000000000000000000003311133300000001000000010000000133333111
-- 255:1222222125555552255555522555555225555552255555522555555212222221
-- </TILES>
-- <MAP>
-- 000:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:111111001111111111111111111111111111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 002:11111100112232115262721192a2b2c21111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 003:1111110011233311536373119411b3c31111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 004:1111110011243411546474119411b4c41111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 005:11111100112535115565758595a5b5c51111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 006:1111110016261626566676861626b6c61626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 007:111111001727372b57677787172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 008:1111110016283826582678881626b8261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 009:1111110017293949592b798917a9b92b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 010:11111100162a3a4a5a267a8a16aaba261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 011:11111100172b172b172b172b9babbb2b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 012:11111100162c3c26162616269cacbc261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 013:11111100172d3d2b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 014:11111100162e3e2616261626162616261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 015:11111100172b172b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 016:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </MAP>

View File

@@ -24,18 +24,6 @@ local STATE_HANDLERS = {
ConfigurationWindow.update() ConfigurationWindow.update()
ConfigurationWindow.draw() ConfigurationWindow.draw()
end, 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 local initialized_game = false

View File

@@ -6,10 +6,3 @@ function Print.text(text, x, y, color, fixed, scale)
print(text, x + 1, y + 1, shadow_color, fixed, scale) print(text, x + 1, y + 1, shadow_color, fixed, scale)
print(text, x, y, color, fixed, scale) print(text, x, y, color, fixed, scale)
end 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

View File

@@ -2,6 +2,15 @@ function GameWindow.draw()
local currentScreenData = Context.screens[Context.current_screen] local currentScreenData = Context.screens[Context.current_screen]
UI.draw_top_bar(currentScreenData.name) UI.draw_top_bar(currentScreenData.name)
-- Draw Norman's bedroom
local from_x = 0 -- top-left coordinate of the large MAP (screen 1)
local from_y = 0 -- top-left coordinate of the large MAP (screen 1)
local width = 30 -- width of the standard screen (number of tiles)
local height = 17 -- height of the standard screen (number of tiles)
local to_x = 0 -- target x (of the displayed screen)([0-29])
local to_y = 0 -- target y (of the displayed screen)([0-16])
map(from_x, from_y, width, height, to_x, to_y)
end end
function GameWindow.update() function GameWindow.update()
@@ -19,18 +28,11 @@ function GameWindow.update()
end end
if Input.player_interact() then if Input.player_interact() then
-- Get the current screen's NPCs
local currentScreenData = Context.screens[Context.current_screen]
if currentScreenData and currentScreenData.npcs and #currentScreenData.npcs > 0 then
-- For now, interact with the first NPC on the screen
-- TODO: Add proximity detection to find nearest NPC
local npc = currentScreenData.npcs[1]
PopupWindow.show_menu_dialog(npc, { PopupWindow.show_menu_dialog(npc, {
{label = "Talk to", action = NPC.talk_to}, {label = "Talk to", action = NPC.talk_to},
{label = "Fight", action = NPC.fight}, {label = "Fight", action = NPC.fight},
{label = "Go back", action = NPC.go_back} {label = "Go back", action = NPC.go_back}
}, WINDOW_POPUP) }, WINDOW_POPUP)
end
end end
end end

View File

@@ -1,347 +0,0 @@
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
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
-- 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
-- If we've finished the pattern, check if we should loop or end
if mg.pattern_index > #pattern then
-- Pattern complete - could loop or switch to random mode
-- For now, keep playing but stop spawning new arrows
-- Optionally: mg.pattern_index = 1 to loop
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.npc
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.npc) -- 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.npc)
end
end

View File

@@ -1,113 +0,0 @@
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.npc -- medium color
end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end
-- Draw button indicator
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed
end
-- Draw button as circle (approximated with rect for TIC-80)
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
-- Draw Z text in the button
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
-- Draw instruction text
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
-- Draw progress percentage
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
end

View File

@@ -1,154 +0,0 @@
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
local bar_center_x = mg.bar_x + mg.bar_width / 2
-- Draw bar container background
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
-- Draw bar background (empty area)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
-- Draw target area (highlighted section in middle)
local target_left = mg.target_center - (mg.target_width / 2)
local target_right = mg.target_center + (mg.target_width / 2)
local target_x = mg.bar_x + (target_left * mg.bar_width)
local target_width_pixels = mg.target_width * mg.bar_width
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
-- Draw the moving line
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line
-- Draw score text
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
-- Draw instruction text
Print.text_center("Press Z when line is in green!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 20, Config.colors.light_grey)
-- Draw button indicator in bottom-right corner
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed
end
-- Draw button circle
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
-- Draw Z text in the button
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
end

View File

@@ -1,28 +1,4 @@
function PopupWindow.set_dialog_node(node_key) function PopupWindow.set_dialog_node(node_key)
-- Special handling for minigame trigger
if node_key == "__MINIGAME_BUTTON_MASH__" then
MinigameButtonMashWindow.start(WINDOW_GAME)
return
end
-- Special handling for rhythm minigame trigger
if node_key == "__MINIGAME_RHYTHM__" then
MinigameRhythmWindow.start(WINDOW_GAME)
return
end
-- Special handling for DDR minigame trigger
-- Format: __MINIGAME_DDR__ or __MINIGAME_DDR:song_key__
if node_key == "__MINIGAME_DDR__" then
MinigameDDRWindow.start(WINDOW_GAME, nil)
return
end
if node_key:sub(1, 16) == "__MINIGAME_DDR:" then
-- Extract song key from the node (format: __MINIGAME_DDR:test_song__)
local song_key = node_key:sub(17, -3) -- Remove prefix "__MINIGAME_DDR:" and trailing "__"
MinigameDDRWindow.start(WINDOW_GAME, song_key)
return
end
local npc = Context.dialog.active_entity local npc = Context.dialog.active_entity
local node = npc.dialog[node_key] local node = npc.dialog[node_key]
@@ -48,10 +24,10 @@ function PopupWindow.set_dialog_node(node_key)
-- if no options, it's the end of this branch. -- if no options, it's the end of this branch.
if #menu_items == 0 then if #menu_items == 0 then
table.insert(menu_items, { table.insert(menu_items, {
label = "Go back", label = "Go back",
action = function() GameWindow.set_state(WINDOW_GAME) end action = function() GameWindow.set_state(WINDOW_GAME) end
}) })
end end
Context.dialog.menu_items = menu_items Context.dialog.menu_items = menu_items
@@ -111,7 +87,7 @@ function PopupWindow.draw()
-- Display the dialog content (description for "look at", or initial name/dialog for others) -- 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 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 local current_y = 55 -- Starting Y position for the first line of content
for _, line in ipairs(wrapped_lines) do for _, line in ipairs(wrapped_lines) do
Print.text(line, 50, current_y, Config.colors.light_grey) 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) current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)