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Author SHA1 Message Date
10b7dfd24b main menu tweaks
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2026-03-17 01:03:33 +01:00
4d8f01187b intro screens 2026-03-17 00:58:22 +01:00
mr.one
a208f0d27a New music: work activity
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2026-03-15 09:03:44 +01:00
e2c5b38ecc Merge pull request 'feature/imp-90-new-intro-sequence' (#34) from feature/imp-90-new-intro-sequence into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/34
2026-03-12 17:17:53 +00:00
Zoltan Timar
e40214c45b fix: lint fix
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2026-03-12 18:14:42 +01:00
Zoltan Timar
b349ded281 feat: added intro sequence, fixed norman's sprite, placed him in various places
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2026-03-12 18:10:50 +01:00
27 changed files with 432 additions and 163 deletions

View File

@@ -22,8 +22,9 @@ globals = {
"Meter",
"Minigame",
"Window",
"SplashWindow",
"IntroWindow",
"TTGIntroWindow",
"BriefIntroWindow",
"TitleIntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",

View File

@@ -46,8 +46,9 @@ screen/screen.work.lua
window/window.manager.lua
window/window.register.lua
window/window.end.lua
window/window.splash.lua
window/window.intro.lua
window/window.intro.title.lua
window/window.intro.ttg.lua
window/window.intro.brief.lua
window/window.menu.lua
window/window.configuration.lua
window/window.audiotest.lua

View File

@@ -24,6 +24,9 @@ function Audio.music_play_room_() end
--- Plays room work music.
--- @within Audio
function Audio.music_play_room_work() music(0) end
--- Plays activity work music.
--- @within Audio
function Audio.music_play_activity_work() music(1) end
--- Plays select sound effect.
--- @within Audio
@@ -40,3 +43,6 @@ function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
--- @within Audio
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
--- Plays alarm sound effect.
--- @within Audio
function Audio.sfx_alarm() sfx(61) end

View File

@@ -5,8 +5,8 @@ Decision.register({
Meter.hide()
Day.increase()
MinigameRhythmWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
MysteriousManWindow.start()

View File

@@ -4,8 +4,8 @@ Decision.register({
handle = function()
Meter.hide()
MinigameButtonMashWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
})
end,

View File

@@ -4,8 +4,8 @@ Decision.register({
handle = function()
Meter.hide()
MinigameRhythmWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
})
end,

View File

@@ -20,7 +20,6 @@ function Config.initial_data()
meter_bg = 1
},
timing = {
splash_duration = 120,
minigame_win_duration = 180
}
}
@@ -37,21 +36,19 @@ end
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
--- @within Config
function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
--- Loads saved configuration.
--- @within Config
function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
return
else
Config.reset()
end

View File

@@ -11,7 +11,6 @@ Context = {}
--- @return result table Initial context data or nil. </br>
--- Fields: </br>
--- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
--- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
--- * game_in_progress (boolean) Whether a game is currently active.<br/>
--- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
@@ -24,7 +23,6 @@ Context = {}
function Context.initial_data()
return {
current_menu_item = 1,
splash_timer = Config.timing.splash_duration,
popup = {
show = false,
content = {}
@@ -37,6 +35,7 @@ function Context.initial_data()
meters = Meter.get_initial(),
timer = Timer.get_initial(),
triggers = {},
home_norman_visible = false,
game = {
current_screen = "home",
current_situation = nil,
@@ -86,6 +85,34 @@ function Context.new_game()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
MysteriousManWindow.start({
text = [[
Norman was never a bad
simulation engineer, but
we need to be careful in
letting him improve. We
need to distract him.
]],
on_text_complete = function()
Audio.sfx_alarm()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Context.home_norman_visible = true
Meter.show()
Window.set_current("game")
end,
})
end,
})
end
--- Saves the current game state.

View File

@@ -306,10 +306,10 @@
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
-- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100580000000600
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000c40000000004
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100400000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000200000000000
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f10058a000000600
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100500000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
@@ -331,7 +331,10 @@
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:40088d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- </PATTERNS>
-- <TRACKS>
-- 000:100001200001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>

View File

@@ -7,5 +7,10 @@ Screen.register({
"go_to_sleep",
"go_to_end",
},
background = "bedroom"
background = "bedroom",
draw = function()
if Context.home_norman_visible and Window.get_current_id() == "game" then
Sprite.draw_at("norman", 100, 80)
end
end
})

View File

@@ -26,10 +26,14 @@ Screen.register({
local sw = Config.screen.width
local cx = sw / 2
local norman_x = math.floor(sw * 0.75)
local norman_y = math.floor(Config.screen.height * 0.75)
local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
Sprite.draw_at("norman", norman_x, norman_y)
Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."

View File

@@ -2,6 +2,32 @@
local _sprites = {}
local _active_sprites = {}
local function draw_sprite_instance(sprite_data, params)
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
--- Registers a sprite definition.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
@@ -59,6 +85,34 @@ function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws a sprite immediately without scheduling it.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.draw_at(id, x, y, colorkey, scale, flip_x, flip_y, rot)
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. id)
return
end
draw_sprite_instance(sprite_data, {
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
})
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
@@ -68,29 +122,8 @@ function Sprite.draw()
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
_active_sprites[id] = nil
end
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
if sprite_data then
draw_sprite_instance(sprite_data, params)
end
end
end

View File

@@ -1,17 +1,23 @@
Sprite.register({
id = "norman",
sprites = {
-- Body (sprite index 0)
{ s = 0, x_offset = 0, y_offset = 0 },
-- Head (sprite index 1)
{ s = 1, x_offset = 0, y_offset = -8 },
-- Left Arm (sprite index 2)
{ s = 2, x_offset = -4, y_offset = 4 },
-- Right Arm (sprite index 3, flipped)
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
-- Left Leg (sprite index 4)
{ s = 4, x_offset = -2, y_offset = 8 },
-- Right Leg (sprite index 5, flipped)
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
{ s = 272, x_offset = -4, y_offset = -4 },
{ s = 273, x_offset = 4, y_offset = -4 },
{ s = 288, x_offset = -4, y_offset = 4 },
{ s = 289, x_offset = 4, y_offset = 4 },
{ s = 304, x_offset = -4, y_offset = 12 },
{ s = 305, x_offset = 4, y_offset = 12 }
}
})
Sprite.register({
id = "sleeping_norman",
sprites = {
{ s = 272, x_offset = 12, y_offset = -4, flip_y = 1 },
{ s = 273, x_offset = 12, y_offset = 4, flip_y = 1 },
{ s = 288, x_offset = 4, y_offset = -4, flip_y = 1 },
{ s = 289, x_offset = 4, y_offset = 4, flip_y = 1 },
{ s = 304, x_offset = -4, y_offset = -4, flip_y = 1 },
{ s = 305, x_offset = -4, y_offset = 4, flip_y = 1 }
}
})

View File

@@ -5,11 +5,12 @@ local initialized_game = false
--- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game()
if initialized_game then return end
if initialized_game then return false end
Context.reset()
Window.set_current("splash") -- Set initial window using new manager
Window.set_current("intro_title") -- Set initial window using new manager
MenuWindow.refresh_menu_items()
initialized_game = true
return true
end
--- Main game loop (TIC-80 callback).
@@ -24,9 +25,9 @@ function TIC()
Meter.update()
Timer.update()
Trigger.update()
Glitch.draw()
if Context.game_in_progress then
Meter.draw()
Timer.draw()
Glitch.draw()
end
end

View File

@@ -12,9 +12,19 @@ end
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu.<br/>
--- @param x number The x-coordinate for the menu (ignored if centered is true).<br/>
--- @param y number The y-coordinate for the menu.<br/>
function UI.draw_menu(items, selected_item, x, y)
--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.<br/>
function UI.draw_menu(items, selected_item, x, y, centered)
if centered then
local max_w = 0
for _, item in ipairs(items) do
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
x = (Config.screen.width - max_w) / 2
end
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then

View File

@@ -2,9 +2,7 @@
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
local function draw_game_scene(underlay_draw)
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen then return end
if screen.background then
@@ -12,6 +10,9 @@ function GameWindow.draw()
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
if underlay_draw then
underlay_draw()
end
if not Context.stat_screen_active and #_available_decisions > 0 then
Decision.draw(_available_decisions, _selected_decision_index)
end
@@ -20,6 +21,19 @@ function GameWindow.draw()
screen.draw()
end
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
draw_game_scene()
end
--- Draws the game window with a custom underlay.
--- @within GameWindow
--- @param underlay_draw function A draw callback rendered after the background but before overlays.<br/>
function GameWindow.draw_with_underlay(underlay_draw)
draw_game_scene(underlay_draw)
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
@@ -31,12 +45,13 @@ function GameWindow.update()
end
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen or not screen.update then return end
screen.update()
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
if current_situation_obj and type(current_situation_obj.update) == "function" then
current_situation_obj.update()
end
end

View File

@@ -0,0 +1,37 @@
--- @section BriefIntroWindow
BriefIntroWindow.y = Config.screen.height
BriefIntroWindow.speed = 0.5
BriefIntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the brief intro window.
--- @within BriefIntroWindow
function BriefIntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(BriefIntroWindow.text, x, BriefIntroWindow.y, Config.colors.light_blue)
end
--- Updates the brief intro window logic.
--- @within BriefIntroWindow
function BriefIntroWindow.update()
BriefIntroWindow.y = BriefIntroWindow.y - BriefIntroWindow.speed
local lines = 1
for _ in string.gmatch(BriefIntroWindow.text, "\n") do
lines = lines + 1
end
if BriefIntroWindow.y < -lines * 8 or Input.select() or Input.menu_confirm() then
Window.set_current("menu")
end
end

View File

@@ -1,41 +0,0 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
--- @within IntroWindow
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue)
end
--- Updates the intro window logic.
--- @within IntroWindow
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1
end
if IntroWindow.y < -lines * 8 then
Window.set_current("menu")
end
if Input.menu_confirm() then
Window.set_current("menu")
end
end

View File

@@ -0,0 +1,78 @@
--- @section TitleIntroWindow
TitleIntroWindow.timer = 180 -- 3 seconds at 60fps
TitleIntroWindow.text = [[
## ### ### ### ### ### ### ### ## # #
# # # # # # # # # # # # # #
# # ### ### # # # # # ### # # #
# # # # # # # # # # # # #
## ### # ### # # ### # ### ## #
# # ### ### ## # #
## # # # # # # ## #
# ## # # # #### # ##
# # # # # # # # #
# # ### # # # # #
### ### ### ### ### ### ### ###
# # # # # # # # # # # ###
# # # ### ### ### # # # # #
# # # # # # # # # # #
### # # # # ### # ### # #
]]
--- Draws the title intro window.
--- @within TitleIntroWindow
function TitleIntroWindow.draw()
local lines = {}
local max_len = 0
-- Get all lines and find max length
for line in (TitleIntroWindow.text .. "\n"):gmatch("(.-)\n") do
table.insert(lines, line)
if #line > max_len then max_len = #line end
end
-- Clean up empty lines from the start/end
if #lines > 0 and lines[1] == "" then table.remove(lines, 1) end
if #lines > 0 and lines[#lines] == "" then table.remove(lines, #lines) end
local char_w = 4
local char_h = 5
local line_gap = 0
local word_gap = 6
local total_h = 0
for _, line in ipairs(lines) do
if line:find("#") then
total_h = total_h + char_h + line_gap
else
total_h = total_h + word_gap
end
end
total_h = total_h - line_gap
local current_y = (Config.screen.height - total_h) / 2
local x_offset = (Config.screen.width - (max_len * char_w)) / 2
for _, line in ipairs(lines) do
if line:find("#") then
for j = 1, #line do
local char = line:sub(j, j)
if char == "#" then
rect(x_offset + (j - 1) * char_w, current_y, char_w - 1, char_h - 1, Config.colors.light_blue)
end
end
current_y = current_y + char_h + line_gap
else
current_y = current_y + word_gap
end
end
end
--- Updates the title intro window logic.
--- @within TitleIntroWindow
function TitleIntroWindow.update()
TitleIntroWindow.timer = TitleIntroWindow.timer - 1
if TitleIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Window.set_current("intro_ttg")
end
end

View File

@@ -0,0 +1,56 @@
--- @section TTGIntroWindow
TTGIntroWindow.timer = 180
TTGIntroWindow.glitch_started = false
TTGIntroWindow.text = [[
###### ###### ######
## ## #
## ## # ####
## ## # #
## ## ######
]]
--- Draws the TTG intro window.
--- @within TTGIntroWindow
function TTGIntroWindow.draw()
if not TTGIntroWindow.glitch_started then
Glitch.show()
TTGIntroWindow.glitch_started = true
end
local lines = {}
local max_len = 0
for line in TTGIntroWindow.text:gmatch("[^\r\n]+") do
table.insert(lines, line)
if #line > max_len then max_len = #line end
end
local char_w = 6
local char_h = 7
local y = (Config.screen.height - (#lines * char_h + 12)) / 2
local x_offset = (Config.screen.width - (max_len * char_w)) / 2
for i, line in ipairs(lines) do
for j = 1, #line do
local char = line:sub(j, j)
if char == "#" then
rect(x_offset + (j - 1) * char_w, y + (i - 1) * char_h, char_w - 1, char_h - 1, Config.colors.light_blue)
end
end
end
Print.text_center("Teletype Games", Config.screen.width / 2, y + #lines * char_h + 4, Config.colors.light_blue)
end
--- Updates the TTG intro window logic.
--- @within TTGIntroWindow
function TTGIntroWindow.update()
if not TTGIntroWindow.glitch_started then
Glitch.show()
TTGIntroWindow.glitch_started = true
end
TTGIntroWindow.timer = TTGIntroWindow.timer - 1
if TTGIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Glitch.hide()
Window.set_current("intro_brief")
end
end

View File

@@ -4,7 +4,7 @@ local _windows = {}
--- Registers a window table.
--- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., SplashWindow).</br>
--- @param window_table table The actual window module table (e.g., GameWindow).</br>
function Window.register(id, window_table)
_windows[id] = window_table
end

View File

@@ -4,8 +4,15 @@ local _menu_items = {}
--- Draws the menu window.
--- @within MenuWindow
function MenuWindow.draw()
UI.draw_top_bar("Main Menu")
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
UI.draw_top_bar("Definitely not an Impostor")
local menu_h = #_menu_items * 10
local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2
UI.draw_menu(_menu_items, Context.current_menu_item, 0, y, true)
local ttg_text = "TTG"
local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false)
Print.text(ttg_text, Config.screen.width - ttg_w - 5, Config.screen.height - 10, Config.colors.light_blue)
end
--- Updates the menu window logic.
@@ -26,7 +33,6 @@ end
--- @within MenuWindow
function MenuWindow.new_game()
Context.new_game()
GameWindow.set_state("game")
end
--- Loads a game from the menu.

View File

@@ -4,12 +4,14 @@
function MinigameButtonMashWindow.init_context()
return {
bar_fill = 0,
max_fill = 100,
target_points = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
instruction_text = "MASH Z!",
show_progress_text = true,
return_window = nil,
bar_x = 20,
bar_y = 10,
@@ -35,6 +37,9 @@ function MinigameButtonMashWindow.init(params)
for k, v in pairs(params) do
defaults[k] = v
end
if params.max_fill and not params.target_points then
defaults.target_points = params.max_fill
end
end
Context.minigame_button_mash = defaults
end
@@ -78,11 +83,11 @@ function MinigameButtonMashWindow.update()
if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
if mg.bar_fill > mg.target_points then
mg.bar_fill = mg.target_points
end
end
if mg.bar_fill >= mg.max_fill then
if mg.bar_fill >= mg.target_points then
mg.win_timer = Config.timing.minigame_win_duration
return
end
@@ -95,7 +100,7 @@ function MinigameButtonMashWindow.update()
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
if mg.focus_center_x then
Focus.set_percentage(mg.bar_fill / mg.max_fill)
Focus.set_percentage(mg.bar_fill / mg.target_points)
end
end
@@ -104,14 +109,16 @@ end
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == "game" then
GameWindow.draw()
GameWindow.draw_with_underlay(function()
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
end)
end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
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)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
local fill_width = (mg.bar_fill / mg.target_points) * mg.bar_width
if fill_width > 0 then
local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then
@@ -130,9 +137,11 @@ function MinigameButtonMashWindow.draw()
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
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)
Print.text_center(mg.instruction_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
if mg.show_progress_text then
local points_text = math.floor(mg.bar_fill) .. "/" .. mg.target_points
Print.text_center(points_text, mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
end
if mg.win_timer > 0 then
Minigame.draw_win_overlay()

View File

@@ -130,7 +130,9 @@ end
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == "game" then
GameWindow.draw()
GameWindow.draw_with_underlay(function()
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
end)
end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
@@ -144,12 +146,10 @@ function MinigameRhythmWindow.draw()
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
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)
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)
Print.text_center(
"Press Z when line is in green!",
"Sleep Norman ... Sleep!",
Config.screen.width / 2,
mg.bar_y + mg.bar_height + 20,
mg.bar_y + mg.bar_height + 14,
Config.colors.light_grey
)
local button_color = Config.colors.light_grey

View File

@@ -4,12 +4,25 @@ local STATE_TEXT = "text"
local STATE_DAY = "day"
local STATE_CHOICE = "choice"
local DEFAULT_TEXT = [[
Misterious man appears
during your sleep.
He says nothing.
He doesn't need to.
He says nothing.
]]
local state = STATE_TEXT
local text_y = Config.screen.height
local text_speed = 0.4
local day_timer = 0
local day_display_frames = 120
local selected_choice = 1
local text = DEFAULT_TEXT
local day_text_override = nil
local on_text_complete = nil
local choices = {
{
@@ -20,16 +33,6 @@ local choices = {
},
}
local text = [[
Misterious man appears
during your sleep.
He says nothing.
He doesn't need to.
He says nothing.
]]
--- Sets the scrolling text content.
--- @within MysteriousManWindow
--- @param new_text string The text to display.
@@ -39,22 +42,49 @@ end
--- Starts the mysterious man window.
--- @within MysteriousManWindow
function MysteriousManWindow.start()
--- @param[opt] options table Optional window configuration.</br>
--- Fields: </br>
--- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
function MysteriousManWindow.start(options)
options = options or {}
state = STATE_TEXT
text_y = Config.screen.height
day_timer = 0
selected_choice = 1
text = options.text or DEFAULT_TEXT
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide()
Window.set_current("mysterious_man")
end
local function go_to_day_state()
if on_text_complete then
on_text_complete()
on_text_complete = nil
end
if Window.get_current_id() ~= "mysterious_man" then
return
end
state = STATE_DAY
day_timer = day_display_frames
end
local function wake_up()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Context.home_norman_visible = true
Meter.show()
Window.set_current("game")
end,
@@ -79,13 +109,11 @@ function MysteriousManWindow.update()
end
if text_y < -lines * 8 then
state = STATE_DAY
day_timer = day_display_frames
go_to_day_state()
end
if Input.select() then
state = STATE_DAY
day_timer = day_display_frames
go_to_day_state()
end
elseif state == STATE_DAY then
day_timer = day_timer - 1
@@ -117,7 +145,7 @@ function MysteriousManWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(text, x, text_y, Config.colors.light_grey)
elseif state == STATE_DAY then
local day_text = "Day " .. Context.day_count
local day_text = day_text_override or ("Day " .. Context.day_count)
Print.text_center(
day_text,
Config.screen.width / 2,

View File

@@ -1,8 +1,11 @@
SplashWindow = {}
Window.register("splash", SplashWindow)
TitleIntroWindow = {}
Window.register("intro_title", TitleIntroWindow)
IntroWindow = {}
Window.register("intro", IntroWindow)
TTGIntroWindow = {}
Window.register("intro_ttg", TTGIntroWindow)
BriefIntroWindow = {}
Window.register("intro_brief", BriefIntroWindow)
MenuWindow = {}
Window.register("menu", MenuWindow)

View File

@@ -1,16 +0,0 @@
--- Draws the splash window.
--- @within SplashWindow
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local y = (Config.screen.height - 6) / 2
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
end
--- Updates the splash window logic.
--- @within SplashWindow
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
Window.set_current("intro")
end
end