Compare commits
1 Commits
claude-ref
...
787b6656b0
| Author | SHA1 | Date | |
|---|---|---|---|
| 787b6656b0 |
@@ -11,11 +11,9 @@ globals = {
|
|||||||
"Print",
|
"Print",
|
||||||
"Input",
|
"Input",
|
||||||
"Audio",
|
"Audio",
|
||||||
"Config",
|
|
||||||
"Context",
|
"Context",
|
||||||
"Meter",
|
"Meters",
|
||||||
"Minigame",
|
"Minigames",
|
||||||
"Window",
|
|
||||||
"SplashWindow",
|
"SplashWindow",
|
||||||
"IntroWindow",
|
"IntroWindow",
|
||||||
"MenuWindow",
|
"MenuWindow",
|
||||||
|
|||||||
@@ -55,7 +55,7 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
# Impostor Minigame Documentation
|
# Impostor Minigames Documentation
|
||||||
|
|
||||||
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
|
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
|
||||||
|
|
||||||
@@ -74,7 +74,7 @@ This document provides comprehensive documentation for all three minigames imple
|
|||||||
|
|
||||||
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
|
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
|
||||||
|
|
||||||
- **Overlay rendering** - Minigame render over the current game window
|
- **Overlay rendering** - Minigames render over the current game window
|
||||||
- **Progress tracking** - Visual indicators show completion status
|
- **Progress tracking** - Visual indicators show completion status
|
||||||
- **Return mechanism** - Automatic return to the calling window upon completion
|
- **Return mechanism** - Automatic return to the calling window upon completion
|
||||||
- **Visual feedback** - Button presses and hits are visually indicated
|
- **Visual feedback** - Button presses and hits are visually indicated
|
||||||
|
|||||||
11
Makefile
11
Makefile
@@ -58,8 +58,8 @@ export: build
|
|||||||
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
|
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
|
||||||
|
|
||||||
watch:
|
watch:
|
||||||
$(MAKE) build
|
make build
|
||||||
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
|
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
|
||||||
|
|
||||||
import_assets: $(OUTPUT)
|
import_assets: $(OUTPUT)
|
||||||
@TIC_CMD="load $(OUTPUT) &"; \
|
@TIC_CMD="load $(OUTPUT) &"; \
|
||||||
@@ -221,3 +221,10 @@ docs: build
|
|||||||
|
|
||||||
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
|
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
|
||||||
|
|
||||||
|
#-- <WAVES>
|
||||||
|
#-- 000:224578acdeeeeddcba95434567653100
|
||||||
|
#-- </WAVES>
|
||||||
|
#
|
||||||
|
#-- <SFX>
|
||||||
|
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
|
||||||
|
#-- </SFX>
|
||||||
|
|||||||
21
impostor.inc
21
impostor.inc
@@ -1,15 +1,10 @@
|
|||||||
meta/meta.header.lua
|
meta/meta.header.lua
|
||||||
init/init.module.lua
|
init/init.modules.lua
|
||||||
init/init.config.lua
|
init/init.config.lua
|
||||||
init/init.minigame.lua
|
init/init.minigames.lua
|
||||||
init/init.meter.lua
|
init/init.meters.lua
|
||||||
init/init.context.lua
|
|
||||||
system/system.util.lua
|
system/system.util.lua
|
||||||
system/system.print.lua
|
init/init.windows.lua
|
||||||
system/system.input.lua
|
|
||||||
system/system.ui.lua
|
|
||||||
audio/audio.manager.lua
|
|
||||||
audio/audio.songs.lua
|
|
||||||
sprite/sprite.manager.lua
|
sprite/sprite.manager.lua
|
||||||
sprite/sprite.norman.lua
|
sprite/sprite.norman.lua
|
||||||
situation/situation.manager.lua
|
situation/situation.manager.lua
|
||||||
@@ -32,8 +27,12 @@ screen/screen.toilet.lua
|
|||||||
screen/screen.walking_to_office.lua
|
screen/screen.walking_to_office.lua
|
||||||
screen/screen.office.lua
|
screen/screen.office.lua
|
||||||
screen/screen.walking_to_home.lua
|
screen/screen.walking_to_home.lua
|
||||||
window/window.manager.lua
|
init/init.context.lua
|
||||||
window/window.register.lua
|
data/data.songs.lua
|
||||||
|
system/system.print.lua
|
||||||
|
system/system.input.lua
|
||||||
|
system/system.audio.lua
|
||||||
|
system/system.ui.lua
|
||||||
window/window.splash.lua
|
window/window.splash.lua
|
||||||
window/window.intro.lua
|
window/window.intro.lua
|
||||||
window/window.menu.lua
|
window/window.menu.lua
|
||||||
|
|||||||
@@ -107,11 +107,8 @@ Songs = {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
--- Converts beats to frames.
|
-- Helper function to calculate frame from beat
|
||||||
-- @param beat number The beat number.
|
-- Usage: frame_from_beat(beat_number, bpm, fps)
|
||||||
-- @param bpm number Beats per minute.
|
|
||||||
-- @param[opt] fps number Frames per second (default: 60).
|
|
||||||
-- @return number The corresponding frame number.
|
|
||||||
function frame_from_beat(beat, bpm, fps)
|
function frame_from_beat(beat, bpm, fps)
|
||||||
fps = fps or 60
|
fps = fps or 60
|
||||||
local seconds_per_beat = 60 / bpm
|
local seconds_per_beat = 60 / bpm
|
||||||
@@ -119,11 +116,8 @@ function frame_from_beat(beat, bpm, fps)
|
|||||||
return math.floor(beat * frames_per_beat)
|
return math.floor(beat * frames_per_beat)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Converts beat notation to frame pattern.
|
-- Helper function to convert simple beat notation to frame pattern
|
||||||
-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
|
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
|
||||||
-- @param bpm number Beats per minute.
|
|
||||||
-- @param[opt] fps number Frames per second (default: 60).
|
|
||||||
-- @return table The generated pattern.
|
|
||||||
function beats_to_pattern(beats, bpm, fps)
|
function beats_to_pattern(beats, bpm, fps)
|
||||||
fps = fps or 60
|
fps = fps or 60
|
||||||
local pattern = {}
|
local pattern = {}
|
||||||
@@ -4,4 +4,5 @@ Decision.register({
|
|||||||
handle = function()
|
handle = function()
|
||||||
Util.go_to_screen_by_id("home")
|
Util.go_to_screen_by_id("home")
|
||||||
end,
|
end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -4,4 +4,5 @@ Decision.register({
|
|||||||
handle = function()
|
handle = function()
|
||||||
Util.go_to_screen_by_id("office")
|
Util.go_to_screen_by_id("office")
|
||||||
end,
|
end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -4,4 +4,5 @@ Decision.register({
|
|||||||
handle = function()
|
handle = function()
|
||||||
Util.go_to_screen_by_id("toilet")
|
Util.go_to_screen_by_id("toilet")
|
||||||
end,
|
end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -4,4 +4,5 @@ Decision.register({
|
|||||||
handle = function()
|
handle = function()
|
||||||
Util.go_to_screen_by_id("walking_to_home")
|
Util.go_to_screen_by_id("walking_to_home")
|
||||||
end,
|
end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -4,4 +4,5 @@ Decision.register({
|
|||||||
handle = function()
|
handle = function()
|
||||||
Util.go_to_screen_by_id("walking_to_office")
|
Util.go_to_screen_by_id("walking_to_office")
|
||||||
end,
|
end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -2,7 +2,7 @@ Decision.register({
|
|||||||
id = "have_a_coffee",
|
id = "have_a_coffee",
|
||||||
label = "Have a Coffee",
|
label = "Have a Coffee",
|
||||||
handle = function()
|
handle = function()
|
||||||
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
|
Situation.apply("drink_coffee")
|
||||||
Context.game.current_situation = new_situation_id
|
|
||||||
end,
|
end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -1,7 +1,5 @@
|
|||||||
local _decisions = {}
|
local _decisions = {}
|
||||||
|
|
||||||
--- Registers a decision definition.
|
|
||||||
-- @param decision table The decision data table.
|
|
||||||
function Decision.register(decision)
|
function Decision.register(decision)
|
||||||
if not decision or not decision.id then
|
if not decision or not decision.id then
|
||||||
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
|
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
|
||||||
@@ -24,46 +22,10 @@ function Decision.register(decision)
|
|||||||
_decisions[decision.id] = decision
|
_decisions[decision.id] = decision
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets a decision by ID.
|
function Decision.get(id)
|
||||||
-- @param id string The ID of the decision.
|
|
||||||
-- @return table The decision table or nil.
|
|
||||||
function Decision.get_by_id(id)
|
|
||||||
return _decisions[id]
|
return _decisions[id]
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets all registered decisions.
|
|
||||||
-- @return table A table of all registered decisions.
|
|
||||||
function Decision.get_all()
|
function Decision.get_all()
|
||||||
return _decisions
|
return _decisions
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets decision objects based on a screen's data.
|
|
||||||
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
|
|
||||||
-- @return table A table containing decision objects relevant to the screen.
|
|
||||||
function Decision.get_for_screen(screen_data)
|
|
||||||
if not screen_data or not screen_data.decisions then
|
|
||||||
return {}
|
|
||||||
end
|
|
||||||
|
|
||||||
local screen_decisions = {}
|
|
||||||
for _, decision_id in ipairs(screen_data.decisions) do
|
|
||||||
local decision = Decision.get_by_id(decision_id)
|
|
||||||
if decision then
|
|
||||||
table.insert(screen_decisions, decision)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return screen_decisions
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Filters a list of decision objects based on their condition function.
|
|
||||||
-- @param decisions_list table A table of decision objects.
|
|
||||||
-- @return table A new table containing only the decisions for which condition() is true.
|
|
||||||
function Decision.filter_available(decisions_list)
|
|
||||||
local available = {}
|
|
||||||
for _, decision in ipairs(decisions_list) do
|
|
||||||
if decision and decision.condition() then
|
|
||||||
table.insert(available, decision)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return available
|
|
||||||
end
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
Decision.register({
|
Decision.register({
|
||||||
id = "play_button_mash",
|
id = "play_button_mash",
|
||||||
label = "Play Button Mash",
|
label = "Play Button Mash",
|
||||||
handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
|
handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
Decision.register({
|
Decision.register({
|
||||||
id = "play_ddr",
|
id = "play_ddr",
|
||||||
label = "Play DDR (Random)",
|
label = "Play DDR (Random)",
|
||||||
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
|
handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
Decision.register({
|
Decision.register({
|
||||||
id = "play_rhythm",
|
id = "play_rhythm",
|
||||||
label = "Play Rhythm Game",
|
label = "Play Rhythm Game",
|
||||||
handle = function() Meter.hide() MinigameRhythmWindow.start("game") end,
|
handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
|
||||||
|
condition = function() return true end
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -1,54 +1,53 @@
|
|||||||
Config = {}
|
local DEFAULT_CONFIG = {
|
||||||
|
|
||||||
function Config.initial_data()
|
|
||||||
return {
|
|
||||||
screen = {
|
screen = {
|
||||||
width = 240,
|
width = 240,
|
||||||
height = 136
|
height = 136
|
||||||
},
|
},
|
||||||
colors = {
|
colors = {
|
||||||
black = 2,
|
black = 0,
|
||||||
light_grey = 13,
|
light_grey = 13,
|
||||||
dark_grey = 14,
|
dark_grey = 14,
|
||||||
red = 0,
|
red = 2,
|
||||||
green = 7,
|
green = 6,
|
||||||
blue = 9,
|
blue = 9,
|
||||||
white = 12,
|
white = 12,
|
||||||
item = 12,
|
item = 12,
|
||||||
meter_bg = 12
|
meter_bg = 12
|
||||||
},
|
},
|
||||||
|
player = {
|
||||||
|
sprite_id = 1
|
||||||
|
},
|
||||||
timing = {
|
timing = {
|
||||||
splash_duration = 120
|
splash_duration = 120
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
|
||||||
|
|
||||||
--- Restores default configuration settings.
|
local Config = {
|
||||||
function Config.reset()
|
screen = DEFAULT_CONFIG.screen,
|
||||||
local initial = Config.initial_data()
|
colors = DEFAULT_CONFIG.colors,
|
||||||
Config.screen = initial.screen
|
player = DEFAULT_CONFIG.player,
|
||||||
Config.colors = initial.colors
|
timing = DEFAULT_CONFIG.timing,
|
||||||
Config.timing = initial.timing
|
}
|
||||||
end
|
|
||||||
|
|
||||||
local CONFIG_SAVE_BANK = 7
|
local CONFIG_SAVE_BANK = 7
|
||||||
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
||||||
local CONFIG_SPLASH_DURATION_ADDRESS = 3
|
local CONFIG_SPLASH_DURATION_ADDRESS = 3
|
||||||
local CONFIG_MAGIC_VALUE = 0xDE
|
local CONFIG_MAGIC_VALUE = 0xDE
|
||||||
|
|
||||||
--- Saves the current configuration.
|
|
||||||
function Config.save()
|
function Config.save()
|
||||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
|
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
|
||||||
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Loads saved configuration.
|
|
||||||
function Config.load()
|
function Config.load()
|
||||||
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
|
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)
|
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||||
else
|
else
|
||||||
Config.reset()
|
Config.restore_defaults()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function Config.restore_defaults()
|
||||||
|
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
|
||||||
|
end
|
||||||
|
|
||||||
Config.load()
|
Config.load()
|
||||||
|
|||||||
@@ -2,67 +2,111 @@ 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
|
||||||
|
|
||||||
--- Global game context.
|
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||||
Context = {}
|
|
||||||
|
|
||||||
--- Gets initial data for Context.
|
local function get_initial_data()
|
||||||
-- @return table Initial context data.
|
|
||||||
function Context.initial_data()
|
|
||||||
return {
|
return {
|
||||||
current_menu_item = 1,
|
active_window = WINDOW_SPLASH,
|
||||||
|
intro = {
|
||||||
|
y = Config.screen.height,
|
||||||
|
speed = 0.5,
|
||||||
|
text = [[Norman Reds’ everyday life
|
||||||
|
seems ordinary: work,
|
||||||
|
meetings, coffee, and
|
||||||
|
endless notifications.
|
||||||
|
But beneath the surface
|
||||||
|
— within him, or around
|
||||||
|
him — something is
|
||||||
|
constantly building, and
|
||||||
|
it soon becomes clear
|
||||||
|
that there is more going
|
||||||
|
on than meets the eye.]]
|
||||||
|
},
|
||||||
|
current_screen = 1,
|
||||||
splash_timer = Config.timing.splash_duration,
|
splash_timer = Config.timing.splash_duration,
|
||||||
popup = {
|
popup = {
|
||||||
show = false,
|
show = false,
|
||||||
content = {}
|
content = {}
|
||||||
},
|
},
|
||||||
|
player = {
|
||||||
|
sprite_id = Config.player.sprite_id
|
||||||
|
},
|
||||||
|
ground = {
|
||||||
|
x = 0,
|
||||||
|
y = Config.screen.height,
|
||||||
|
w = Config.screen.width,
|
||||||
|
h = 8
|
||||||
|
},
|
||||||
|
menu_items = {},
|
||||||
|
selected_menu_item = 1,
|
||||||
|
selected_decision_index = 1,
|
||||||
game_in_progress = false,
|
game_in_progress = false,
|
||||||
minigame_ddr = Minigame.get_default_ddr(),
|
screens = {},
|
||||||
minigame_button_mash = Minigame.get_default_button_mash(),
|
minigame_ddr = Minigames.get_default_ddr(),
|
||||||
minigame_rhythm = Minigame.get_default_rhythm(),
|
minigame_button_mash = Minigames.get_default_button_mash(),
|
||||||
meters = Meter.get_initial(),
|
minigame_rhythm = Minigames.get_default_rhythm(),
|
||||||
game = {
|
meters = Meters.get_initial(),
|
||||||
current_screen = "home",
|
--- Table storing currently active sprites to be drawn.
|
||||||
|
-- Each entry is a table with `id`, `x`, `y`, and other drawing parameters.
|
||||||
|
sprites = {},
|
||||||
|
--- The ID of the currently active situation.
|
||||||
|
-- Set by `Situation.apply()` and `nil` if no situation is active.
|
||||||
current_situation = nil,
|
current_situation = nil,
|
||||||
}
|
}
|
||||||
}
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Resets game context to initial state.
|
Context = {}
|
||||||
function Context.reset()
|
|
||||||
local initial_data = Context.initial_data()
|
local function reset_context_to_initial_state()
|
||||||
|
local initial_data = get_initial_data()
|
||||||
|
|
||||||
for k in pairs(Context) do
|
for k in pairs(Context) do
|
||||||
if type(Context[k]) ~= "function" then
|
if type(Context[k]) ~= "function" then Context[k] = nil
|
||||||
Context[k] = nil
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
for k, v in pairs(initial_data) do
|
for k, v in pairs(initial_data) do
|
||||||
Context[k] = v
|
Context[k] = v
|
||||||
end
|
end
|
||||||
|
|
||||||
|
Context.screens = {}
|
||||||
|
Context.screen_indices_by_id = {}
|
||||||
|
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
|
||||||
|
for i, screen_id in ipairs(screen_order) do
|
||||||
|
local screen_data = Screen.get_by_id(screen_id)
|
||||||
|
if screen_data then
|
||||||
|
table.insert(Context.screens, screen_data)
|
||||||
|
Context.screen_indices_by_id[screen_id] = i
|
||||||
|
else
|
||||||
|
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Starts a new game.
|
reset_context_to_initial_state()
|
||||||
|
|
||||||
function Context.new_game()
|
function Context.new_game()
|
||||||
Context.reset()
|
reset_context_to_initial_state()
|
||||||
Context.game_in_progress = true
|
Context.game_in_progress = true
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
Screen.get_by_id(Context.game.current_screen).init()
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Saves the current game state.
|
|
||||||
function Context.save_game()
|
function Context.save_game()
|
||||||
if not Context.game_in_progress then return end
|
if not Context.game_in_progress then return end
|
||||||
|
|
||||||
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
|
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
|
||||||
|
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Loads a saved game state.
|
|
||||||
function Context.load_game()
|
function Context.load_game()
|
||||||
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
|
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
|
||||||
Context.new_game()
|
Context.new_game()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
Context.reset()
|
|
||||||
|
reset_context_to_initial_state()
|
||||||
|
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||||
|
|
||||||
Context.game_in_progress = true
|
Context.game_in_progress = true
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
Screen.get_by_id(Context.game.current_screen).init()
|
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -6,15 +6,12 @@ local COMBO_BASE_BONUS = 0.02
|
|||||||
local COMBO_MAX_BONUS = 0.16
|
local COMBO_MAX_BONUS = 0.16
|
||||||
local COMBO_TIMEOUT_FRAMES = 600
|
local COMBO_TIMEOUT_FRAMES = 600
|
||||||
|
|
||||||
-- Internal meters for tracking game progress and player stats.
|
Meters.COLOR_ISM = Config.colors.red
|
||||||
Meter.COLOR_ISM = Config.colors.red
|
Meters.COLOR_WPM = Config.colors.blue
|
||||||
Meter.COLOR_WPM = Config.colors.blue
|
Meters.COLOR_BM = Config.colors.black
|
||||||
Meter.COLOR_BM = Config.colors.black
|
Meters.COLOR_BG = Config.colors.meter_bg
|
||||||
Meter.COLOR_BG = Config.colors.meter_bg
|
|
||||||
|
|
||||||
--- Gets initial meter values.
|
function Meters.get_initial()
|
||||||
-- @return table A table of initial meter values.
|
|
||||||
function Meter.get_initial()
|
|
||||||
return {
|
return {
|
||||||
ism = METER_DEFAULT,
|
ism = METER_DEFAULT,
|
||||||
wpm = METER_DEFAULT,
|
wpm = METER_DEFAULT,
|
||||||
@@ -25,33 +22,26 @@ function Meter.get_initial()
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Hides meters.
|
function Meters.hide()
|
||||||
function Meter.hide()
|
|
||||||
if Context and Context.meters then Context.meters.hidden = true end
|
if Context and Context.meters then Context.meters.hidden = true end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Shows meters.
|
function Meters.show()
|
||||||
function Meter.show()
|
|
||||||
if Context and Context.meters then Context.meters.hidden = false end
|
if Context and Context.meters then Context.meters.hidden = false end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets max meter value.
|
function Meters.get_max()
|
||||||
-- @return number The maximum meter value.
|
|
||||||
function Meter.get_max()
|
|
||||||
return METER_MAX
|
return METER_MAX
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets combo multiplier.
|
function Meters.get_combo_multiplier()
|
||||||
-- @return number The current combo multiplier.
|
|
||||||
function Meter.get_combo_multiplier()
|
|
||||||
if not Context or not Context.meters then return 1 end
|
if not Context or not Context.meters then return 1 end
|
||||||
local combo = Context.meters.combo
|
local combo = Context.meters.combo
|
||||||
if combo == 0 then return 1 end
|
if combo == 0 then return 1 end
|
||||||
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
|
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates all meters.
|
function Meters.update()
|
||||||
function Meter.update()
|
|
||||||
if not Context or not Context.game_in_progress or not Context.meters then return end
|
if not Context or not Context.game_in_progress or not Context.meters then return end
|
||||||
local m = Context.meters
|
local m = Context.meters
|
||||||
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
|
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
|
||||||
@@ -66,10 +56,7 @@ function Meter.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Adds amount to a meter.
|
function Meters.add(key, amount)
|
||||||
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
|
|
||||||
-- @param amount number The amount to add.
|
|
||||||
function Meter.add(key, amount)
|
|
||||||
if not Context or not Context.meters then return end
|
if not Context or not Context.meters then return end
|
||||||
local m = Context.meters
|
local m = Context.meters
|
||||||
if m[key] ~= nil then
|
if m[key] ~= nil then
|
||||||
@@ -77,13 +64,12 @@ function Meter.add(key, amount)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Called on minigame completion.
|
function Meters.on_minigame_complete()
|
||||||
function Meter.on_minigame_complete()
|
|
||||||
local m = Context.meters
|
local m = Context.meters
|
||||||
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
|
local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier())
|
||||||
Meter.add("wpm", gain)
|
Meters.add("wpm", gain)
|
||||||
Meter.add("ism", gain)
|
Meters.add("ism", gain)
|
||||||
Meter.add("bm", gain)
|
Meters.add("bm", gain)
|
||||||
m.combo = m.combo + 1
|
m.combo = m.combo + 1
|
||||||
m.combo_timer = 0
|
m.combo_timer = 0
|
||||||
end
|
end
|
||||||
@@ -1,9 +1,5 @@
|
|||||||
-- Manages minigame configurations and initial states.
|
Minigames = {}
|
||||||
|
|
||||||
--- Applies parameters to defaults.
|
|
||||||
-- @param defaults table The default configuration table.
|
|
||||||
-- @param params table The parameters to apply.
|
|
||||||
-- @return table The updated configuration table.
|
|
||||||
local function apply_params(defaults, params)
|
local function apply_params(defaults, params)
|
||||||
if not params then return defaults end
|
if not params then return defaults end
|
||||||
for k, v in pairs(params) do
|
for k, v in pairs(params) do
|
||||||
@@ -12,9 +8,7 @@ local function apply_params(defaults, params)
|
|||||||
return defaults
|
return defaults
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets default DDR minigame configuration.
|
function Minigames.get_default_ddr()
|
||||||
-- @return table The default DDR minigame configuration.
|
|
||||||
function Minigame.get_default_ddr()
|
|
||||||
local arrow_size = 12
|
local arrow_size = 12
|
||||||
local arrow_spacing = 30
|
local arrow_spacing = 30
|
||||||
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
|
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
|
||||||
@@ -53,9 +47,7 @@ function Minigame.get_default_ddr()
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets default button mash minigame configuration.
|
function Minigames.get_default_button_mash()
|
||||||
-- @return table The default button mash minigame configuration.
|
|
||||||
function Minigame.get_default_button_mash()
|
|
||||||
return {
|
return {
|
||||||
bar_fill = 0,
|
bar_fill = 0,
|
||||||
max_fill = 100,
|
max_fill = 100,
|
||||||
@@ -75,9 +67,7 @@ function Minigame.get_default_button_mash()
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets default rhythm minigame configuration.
|
function Minigames.get_default_rhythm()
|
||||||
-- @return table The default rhythm minigame configuration.
|
|
||||||
function Minigame.get_default_rhythm()
|
|
||||||
return {
|
return {
|
||||||
line_position = 0,
|
line_position = 0,
|
||||||
line_speed = 0.015,
|
line_speed = 0.015,
|
||||||
@@ -104,23 +94,14 @@ function Minigame.get_default_rhythm()
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Configures DDR minigame.
|
function Minigames.configure_ddr(params)
|
||||||
-- @param params table Optional parameters to override defaults.
|
return apply_params(Minigames.get_default_ddr(), params)
|
||||||
-- @return table The configured DDR minigame state.
|
|
||||||
function Minigame.configure_ddr(params)
|
|
||||||
return apply_params(Minigame.get_default_ddr(), params)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Configures button mash minigame.
|
function Minigames.configure_button_mash(params)
|
||||||
-- @param params table Optional parameters to override defaults.
|
return apply_params(Minigames.get_default_button_mash(), params)
|
||||||
-- @return table The configured button mash minigame state.
|
|
||||||
function Minigame.configure_button_mash(params)
|
|
||||||
return apply_params(Minigame.get_default_button_mash(), params)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Configures rhythm minigame.
|
function Minigames.configure_rhythm(params)
|
||||||
-- @param params table Optional parameters to override defaults.
|
return apply_params(Minigames.get_default_rhythm(), params)
|
||||||
-- @return table The configured rhythm minigame state.
|
|
||||||
function Minigame.configure_rhythm(params)
|
|
||||||
return apply_params(Minigame.get_default_rhythm(), params)
|
|
||||||
end
|
end
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
Window = {}
|
|
||||||
Util = {}
|
|
||||||
Meter = {}
|
|
||||||
Minigame = {}
|
|
||||||
Decision = {}
|
|
||||||
Situation = {}
|
|
||||||
Screen = {}
|
|
||||||
Map = {}
|
|
||||||
UI = {}
|
|
||||||
Print = {}
|
|
||||||
Input = {}
|
|
||||||
Sprite = {}
|
|
||||||
Audio = {}
|
|
||||||
22
inc/init/init.modules.lua
Normal file
22
inc/init/init.modules.lua
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
SplashWindow = {}
|
||||||
|
IntroWindow = {}
|
||||||
|
MenuWindow = {}
|
||||||
|
GameWindow = {}
|
||||||
|
PopupWindow = {}
|
||||||
|
ConfigurationWindow = {}
|
||||||
|
AudioTestWindow = {}
|
||||||
|
MinigameButtonMashWindow = {}
|
||||||
|
MinigameRhythmWindow = {}
|
||||||
|
MinigameDDRWindow = {}
|
||||||
|
Util = {}
|
||||||
|
Meters = {}
|
||||||
|
Minigames = {}
|
||||||
|
Decision = {}
|
||||||
|
Situation = {}
|
||||||
|
Screen = {}
|
||||||
|
Map = {}
|
||||||
|
UI = {}
|
||||||
|
Print = {}
|
||||||
|
Input = {}
|
||||||
|
Sprite = {}
|
||||||
|
Audio = {}
|
||||||
10
inc/init/init.windows.lua
Normal file
10
inc/init/init.windows.lua
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
local WINDOW_SPLASH = 0
|
||||||
|
local WINDOW_INTRO = 1
|
||||||
|
local WINDOW_MENU = 2
|
||||||
|
local WINDOW_GAME = 3
|
||||||
|
local WINDOW_POPUP = 4
|
||||||
|
local WINDOW_CONFIGURATION = 7
|
||||||
|
local WINDOW_MINIGAME_BUTTON_MASH = 8
|
||||||
|
local WINDOW_MINIGAME_RHYTHM = 9
|
||||||
|
local WINDOW_MINIGAME_DDR = 10
|
||||||
|
local WINDOW_AUDIOTEST = 9001
|
||||||
@@ -1,9 +1,5 @@
|
|||||||
-- Manages game maps.
|
|
||||||
|
|
||||||
local _maps = {}
|
local _maps = {}
|
||||||
|
|
||||||
--- Gets all registered maps as an array.
|
|
||||||
-- @return table An array of registered map data.
|
|
||||||
function Map.get_maps_array()
|
function Map.get_maps_array()
|
||||||
local maps_array = {}
|
local maps_array = {}
|
||||||
for _, map_data in pairs(_maps) do
|
for _, map_data in pairs(_maps) do
|
||||||
@@ -12,8 +8,6 @@ function Map.get_maps_array()
|
|||||||
return maps_array
|
return maps_array
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Registers a map definition.
|
|
||||||
-- @param map_data table The map data table.
|
|
||||||
function Map.register(map_data)
|
function Map.register(map_data)
|
||||||
if _maps[map_data.id] then
|
if _maps[map_data.id] then
|
||||||
trace("Warning: Overwriting map with id: " .. map_data.id)
|
trace("Warning: Overwriting map with id: " .. map_data.id)
|
||||||
@@ -21,15 +15,10 @@ function Map.register(map_data)
|
|||||||
_maps[map_data.id] = map_data
|
_maps[map_data.id] = map_data
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets a map by ID.
|
|
||||||
-- @param map_id string The ID of the map.
|
|
||||||
-- @return table The map data table or nil.
|
|
||||||
function Map.get_by_id(map_id)
|
function Map.get_by_id(map_id)
|
||||||
return _maps[map_id]
|
return _maps[map_id]
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws a map.
|
|
||||||
-- @param map_id string The ID of the map to draw.
|
|
||||||
function Map.draw(map_id)
|
function Map.draw(map_id)
|
||||||
local map_data = Map.get_by_id(map_id)
|
local map_data = Map.get_by_id(map_id)
|
||||||
if not map_data then
|
if not map_data then
|
||||||
|
|||||||
@@ -1,7 +1,13 @@
|
|||||||
local _screens = {}
|
local _screens = {}
|
||||||
|
|
||||||
--- Registers a screen definition.
|
--- Registers a new screen definition with the Screen manager.
|
||||||
-- @param screen_data table The screen data table.
|
-- Overwrites existing screen if an ID conflict occurs.
|
||||||
|
-- @param screen_data table A table containing the screen definition.
|
||||||
|
-- Must include an `id` field (string).
|
||||||
|
-- Optional fields:
|
||||||
|
-- - `situations` (table): A table of situation IDs allowed on this screen. Defaults to an empty table.
|
||||||
|
-- - `init` (function): Function to execute once when the screen becomes active. Defaults to an empty function.
|
||||||
|
-- - `update` (function): Function to execute each frame while the screen is active. Defaults to an empty function.
|
||||||
function Screen.register(screen_data)
|
function Screen.register(screen_data)
|
||||||
if _screens[screen_data.id] then
|
if _screens[screen_data.id] then
|
||||||
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
||||||
@@ -18,15 +24,9 @@ function Screen.register(screen_data)
|
|||||||
_screens[screen_data.id] = screen_data
|
_screens[screen_data.id] = screen_data
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets a screen by ID.
|
--- Retrieves a registered screen by its ID.
|
||||||
-- @param screen_id string The ID of the screen.
|
-- @param screen_id string The ID of the screen to retrieve.
|
||||||
-- @return table The screen table or nil.
|
-- @return table The screen table, or `nil` if not found.
|
||||||
function Screen.get_by_id(screen_id)
|
function Screen.get_by_id(screen_id)
|
||||||
return _screens[screen_id]
|
return _screens[screen_id]
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets all registered screens.
|
|
||||||
-- @return table A table containing all registered screen data, indexed by their IDs.
|
|
||||||
function Screen.get_all()
|
|
||||||
return _screens
|
|
||||||
end
|
|
||||||
|
|||||||
@@ -1,7 +1,12 @@
|
|||||||
local _situations = {}
|
local _situations = {}
|
||||||
|
|
||||||
--- Registers a situation definition.
|
--- Registers a new situation with the Situation manager.
|
||||||
-- @param situation table The situation data table.
|
-- Overwrites existing situation if an ID conflict occurs.
|
||||||
|
-- @param situation table A table containing the situation definition.
|
||||||
|
-- Must include an `id` field (string).
|
||||||
|
-- Optional fields:
|
||||||
|
-- - `handle` (function): Function to execute when the situation is applied. Defaults to an empty function.
|
||||||
|
-- - `update` (function): Function to execute each frame while the situation is active. Defaults to an empty function.
|
||||||
function Situation.register(situation)
|
function Situation.register(situation)
|
||||||
if not situation or not situation.id then
|
if not situation or not situation.id then
|
||||||
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
|
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
|
||||||
@@ -19,47 +24,32 @@ function Situation.register(situation)
|
|||||||
_situations[situation.id] = situation
|
_situations[situation.id] = situation
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets a situation by ID.
|
--- Retrieves a registered situation by its ID.
|
||||||
-- @param id string The situation ID.
|
-- @param id string The ID of the situation to retrieve.
|
||||||
-- @return table The situation table or nil.
|
-- @return table The situation table, or `nil` if not found.
|
||||||
function Situation.get_by_id(id)
|
function Situation.get(id)
|
||||||
return _situations[id]
|
return _situations[id]
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets all registered situations, optionally filtered by screen ID.
|
--- Applies a situation, making it the current active situation.
|
||||||
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
|
-- The situation's `handle` function is executed.
|
||||||
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
|
-- This function first checks if the situation is valid and if it's allowed
|
||||||
function Situation.get_all(screen_id)
|
-- on the current screen (as defined in `Context.screens[Context.current_screen].situations`).
|
||||||
if screen_id then
|
-- If successful, `Context.current_situation` is updated with the ID of the applied situation.
|
||||||
local filtered_situations = {}
|
-- @param id string The ID of the situation to apply.
|
||||||
for _, situation in pairs(_situations) do
|
function Situation.apply(id)
|
||||||
if situation.screen_id == screen_id then
|
local situation = Situation.get(id)
|
||||||
table.insert(filtered_situations, situation)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return filtered_situations
|
|
||||||
end
|
|
||||||
return _situations
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
|
|
||||||
-- @param id string The situation ID to apply.
|
|
||||||
-- @param current_screen_id string The ID of the currently active screen.
|
|
||||||
-- @return string|nil The ID of the applied situation if successful, otherwise nil.
|
|
||||||
function Situation.apply(id, current_screen_id)
|
|
||||||
local situation = Situation.get_by_id(id)
|
|
||||||
local screen = Screen.get_by_id(current_screen_id)
|
|
||||||
|
|
||||||
if not situation then
|
if not situation then
|
||||||
trace("Error: No situation found with id: " .. id)
|
trace("Error: No situation found with id: " .. id)
|
||||||
return nil
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
if Util.contains(screen.situations, id) then
|
local current_screen_obj = Screen.get_by_id(Context.current_screen)
|
||||||
|
if current_screen_obj and not current_screen_obj.situations[id] then
|
||||||
|
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
Context.current_situation = id
|
||||||
situation.handle()
|
situation.handle()
|
||||||
return id
|
|
||||||
else
|
|
||||||
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,8 +1,15 @@
|
|||||||
local _sprites = {}
|
local _sprites = {}
|
||||||
local _active_sprites = {}
|
|
||||||
|
|
||||||
--- Registers a sprite definition.
|
--- Registers a new sprite or complex sprite definition with the Sprite manager.
|
||||||
|
-- Overwrites existing sprite if an ID conflict occurs.
|
||||||
-- @param sprite_data table A table containing the sprite definition.
|
-- @param sprite_data table A table containing the sprite definition.
|
||||||
|
-- Must include an `id` field (string) and either an `s` field (number, for simple sprites)
|
||||||
|
-- or a `sprites` field (table, for complex sprites).
|
||||||
|
-- For complex sprites, `sprites` is a table of sub-sprite definitions, each with:
|
||||||
|
-- - `s` (number): Sprite index.
|
||||||
|
-- - `x_offset` (number): X-offset relative to the parent sprite's position.
|
||||||
|
-- - `y_offset` (number): Y-offset relative to the parent sprite's position.
|
||||||
|
-- - Optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` for individual sub-sprites.
|
||||||
function Sprite.register(sprite_data)
|
function Sprite.register(sprite_data)
|
||||||
if not sprite_data or not sprite_data.id then
|
if not sprite_data or not sprite_data.id then
|
||||||
trace("Error: Invalid sprite object registered (missing id)!")
|
trace("Error: Invalid sprite object registered (missing id)!")
|
||||||
@@ -14,22 +21,25 @@ function Sprite.register(sprite_data)
|
|||||||
_sprites[sprite_data.id] = sprite_data
|
_sprites[sprite_data.id] = sprite_data
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Schedules a sprite for drawing.
|
--- Schedules a registered sprite to be drawn at a specific position with optional transformations.
|
||||||
-- @param id string The unique identifier of the sprite.
|
-- The sprite's parameters are stored in `Context.sprites` for deferred rendering by `Sprite.draw()`.
|
||||||
-- @param x number The x-coordinate.
|
-- If the sprite with the given `id` is already scheduled, its parameters will be updated.
|
||||||
-- @param y number The y-coordinate.
|
-- @param id string The unique identifier of the sprite to show. Must be registered via `Sprite.register`.
|
||||||
-- @param[opt] colorkey number The color index for transparency.
|
-- @param x number The x-coordinate on the screen where the sprite will be drawn.
|
||||||
-- @param[opt] scale number The scaling factor.
|
-- @param y number The y-coordinate on the screen where the sprite will be drawn.
|
||||||
-- @param[opt] flip_x number Set to 1 to flip horizontally.
|
-- @param[opt] colorkey number The color index to be treated as transparent (default: 0).
|
||||||
-- @param[opt] flip_y number Set to 1 to flip vertically.
|
-- @param[opt] scale number The scaling factor for the sprite (default: 1).
|
||||||
-- @param[opt] rot number The rotation in degrees.
|
-- @param[opt] flip_x number Set to 1 to flip the sprite horizontally (default: 0).
|
||||||
|
-- @param[opt] flip_y number Set to 1 to flip the sprite vertically (default: 0).
|
||||||
|
-- @param[opt] rot number The rotation of the sprite in degrees (default: 0).
|
||||||
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||||
|
-- Ensure the sprite exists before attempting to show it
|
||||||
if not _sprites[id] then
|
if not _sprites[id] then
|
||||||
trace("Error: Attempted to show non-registered sprite with id: " .. id)
|
trace("Error: Attempted to show non-registered sprite with id: " .. id)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
_active_sprites[id] = {
|
Context.sprites[id] = {
|
||||||
id = id,
|
id = id,
|
||||||
x = x,
|
x = x,
|
||||||
y = y,
|
y = y,
|
||||||
@@ -41,28 +51,34 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Hides a displayed sprite.
|
--- Hides a currently displayed sprite by removing it from the `Context.sprites` table.
|
||||||
-- @param id string The unique identifier of the sprite.
|
-- The sprite will no longer be drawn in subsequent frames.
|
||||||
|
-- @param id string The unique identifier of the sprite to hide.
|
||||||
function Sprite.hide(id)
|
function Sprite.hide(id)
|
||||||
_active_sprites[id] = nil
|
Context.sprites[id] = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws all scheduled sprites.
|
--- Draws all sprites currently scheduled in `Context.sprites`.
|
||||||
|
-- This function retrieves the registered sprite definitions and applies the stored
|
||||||
|
-- position and transformation parameters. It handles both simple and complex sprites.
|
||||||
function Sprite.draw()
|
function Sprite.draw()
|
||||||
for id, params in pairs(_active_sprites) do
|
for id, params in pairs(Context.sprites) do
|
||||||
local sprite_data = _sprites[id]
|
local sprite_data = _sprites[id]
|
||||||
if not sprite_data then
|
if not sprite_data then
|
||||||
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
|
trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
|
||||||
_active_sprites[id] = nil
|
Context.sprites[id] = nil -- Clean up invalid entry
|
||||||
|
-- We should probably continue to the next sprite instead of returning
|
||||||
|
-- so that other valid sprites can still be drawn.
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
|
||||||
local colorkey = params.colorkey or sprite_data.colorkey or 0
|
local colorkey = params.colorkey or sprite_data.colorkey or 0
|
||||||
local scale = params.scale or sprite_data.scale or 1
|
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_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 flip_y = params.flip_y or sprite_data.flip_y or 0
|
||||||
local rot = params.rot or sprite_data.rot or 0
|
local rot = params.rot or sprite_data.rot or 0
|
||||||
|
|
||||||
if sprite_data.sprites then
|
if sprite_data.sprites then -- Complex sprite
|
||||||
for i = 1, #sprite_data.sprites do
|
for i = 1, #sprite_data.sprites do
|
||||||
local sub_sprite = sprite_data.sprites[i]
|
local sub_sprite = sprite_data.sprites[i]
|
||||||
spr(
|
spr(
|
||||||
@@ -76,7 +92,7 @@ function Sprite.draw()
|
|||||||
sub_sprite.rot or rot
|
sub_sprite.rot or rot
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
else
|
else -- Simple sprite
|
||||||
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
|
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,28 +1,14 @@
|
|||||||
--- Stops current music.
|
|
||||||
function Audio.music_stop() music() end
|
function Audio.music_stop() music() end
|
||||||
--- Plays main menu music.
|
|
||||||
function Audio.music_play_mainmenu() end
|
function Audio.music_play_mainmenu() end
|
||||||
--- Plays waking up music.
|
|
||||||
function Audio.music_play_wakingup() end
|
function Audio.music_play_wakingup() end
|
||||||
--- Plays room morning music.
|
|
||||||
function Audio.music_play_room_morning() end
|
function Audio.music_play_room_morning() end
|
||||||
--- Plays room street 1 music.
|
|
||||||
function Audio.music_play_room_street_1() end
|
function Audio.music_play_room_street_1() end
|
||||||
--- Plays room street 2 music.
|
|
||||||
function Audio.music_play_room_street_2() end
|
function Audio.music_play_room_street_2() end
|
||||||
--- Plays room music.
|
|
||||||
-- TODO: function name is incomplete, determine the correct room identifier
|
|
||||||
function Audio.music_play_room_() end
|
function Audio.music_play_room_() end
|
||||||
--- Plays room work music.
|
|
||||||
function Audio.music_play_room_work() end
|
function Audio.music_play_room_work() end
|
||||||
|
|
||||||
--- Plays select sound effect.
|
|
||||||
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
||||||
--- Plays deselect sound effect.
|
|
||||||
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
||||||
--- Plays beep sound effect.
|
|
||||||
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
||||||
--- Plays success sound effect.
|
|
||||||
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
||||||
--- Plays bloop sound effect.
|
|
||||||
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
||||||
@@ -2,28 +2,16 @@ local INPUT_KEY_UP = 0
|
|||||||
local INPUT_KEY_DOWN = 1
|
local INPUT_KEY_DOWN = 1
|
||||||
local INPUT_KEY_LEFT = 2
|
local INPUT_KEY_LEFT = 2
|
||||||
local INPUT_KEY_RIGHT = 3
|
local INPUT_KEY_RIGHT = 3
|
||||||
local INPUT_KEY_A = 4
|
local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
|
||||||
local INPUT_KEY_B = 5
|
|
||||||
local INPUT_KEY_Y = 7
|
|
||||||
local INPUT_KEY_SPACE = 48
|
local INPUT_KEY_SPACE = 48
|
||||||
local INPUT_KEY_BACKSPACE = 51
|
local INPUT_KEY_BACKSPACE = 51
|
||||||
local INPUT_KEY_ENTER = 50
|
local INPUT_KEY_ENTER = 50
|
||||||
|
|
||||||
--- Checks if Up is pressed.
|
|
||||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||||
--- Checks if Down is pressed.
|
|
||||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
||||||
--- Checks if Left is pressed.
|
|
||||||
function Input.left() return btnp(INPUT_KEY_LEFT) end
|
function Input.left() return btnp(INPUT_KEY_LEFT) end
|
||||||
--- Checks if Right is pressed.
|
|
||||||
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
||||||
--- Checks if Select is pressed.
|
|
||||||
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
||||||
--- Checks if Menu Confirm is pressed.
|
|
||||||
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
|
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
|
||||||
--- Checks if Player Interact is pressed.
|
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
|
|
||||||
--- Checks if Menu Back is pressed.
|
|
||||||
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
|
||||||
--- Checks if Toggle Popup is pressed.
|
|
||||||
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
||||||
|
|||||||
@@ -1,23 +1,64 @@
|
|||||||
|
local STATE_HANDLERS = {
|
||||||
|
[WINDOW_SPLASH] = function()
|
||||||
|
SplashWindow.update()
|
||||||
|
SplashWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_INTRO] = function()
|
||||||
|
IntroWindow.update()
|
||||||
|
IntroWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_MENU] = function()
|
||||||
|
MenuWindow.update()
|
||||||
|
MenuWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_GAME] = function()
|
||||||
|
GameWindow.update()
|
||||||
|
GameWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_POPUP] = function()
|
||||||
|
GameWindow.draw()
|
||||||
|
PopupWindow.update()
|
||||||
|
PopupWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_CONFIGURATION] = function()
|
||||||
|
ConfigurationWindow.update()
|
||||||
|
ConfigurationWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_AUDIOTEST] = function()
|
||||||
|
AudioTestWindow.update()
|
||||||
|
AudioTestWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_MINIGAME_BUTTON_MASH] = function()
|
||||||
|
MinigameButtonMashWindow.update()
|
||||||
|
MinigameButtonMashWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_MINIGAME_RHYTHM] = function()
|
||||||
|
MinigameRhythmWindow.update()
|
||||||
|
MinigameRhythmWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_MINIGAME_DDR] = function()
|
||||||
|
MinigameDDRWindow.update()
|
||||||
|
MinigameDDRWindow.draw()
|
||||||
|
end,
|
||||||
|
}
|
||||||
|
|
||||||
local initialized_game = false
|
local initialized_game = false
|
||||||
|
|
||||||
--- Initializes game state.
|
|
||||||
local function init_game()
|
local function init_game()
|
||||||
if initialized_game then return end
|
if initialized_game then return end
|
||||||
Context.reset()
|
|
||||||
Window.set_current("splash") -- Set initial window using new manager
|
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
initialized_game = true
|
initialized_game = true
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Main game loop (TIC-80 callback).
|
|
||||||
function TIC()
|
function TIC()
|
||||||
init_game()
|
init_game()
|
||||||
cls(Config.colors.black)
|
cls(Config.colors.black)
|
||||||
local handler = Window.get_current_handler() -- Get handler from Window manager
|
local handler = STATE_HANDLERS[Context.active_window]
|
||||||
if handler then
|
if handler then
|
||||||
handler()
|
handler()
|
||||||
end
|
end
|
||||||
Meter.update()
|
Meters.update()
|
||||||
if Context.game_in_progress then
|
if Context.game_in_progress then
|
||||||
UI.draw_meters()
|
UI.draw_meters()
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,10 +1,4 @@
|
|||||||
--- Prints text with shadow.
|
|
||||||
-- @param text string The text to print.
|
|
||||||
-- @param x number The x-coordinate.
|
|
||||||
-- @param y number The y-coordinate.
|
|
||||||
-- @param color number The color of the text.
|
|
||||||
-- @param[opt] fixed boolean If true, uses fixed-width font.
|
|
||||||
-- @param[opt] scale number The scaling factor.
|
|
||||||
function Print.text(text, x, y, color, fixed, scale)
|
function Print.text(text, x, y, color, fixed, scale)
|
||||||
local shadow_color = Config.colors.black
|
local shadow_color = Config.colors.black
|
||||||
if color == shadow_color then shadow_color = Config.colors.light_grey end
|
if color == shadow_color then shadow_color = Config.colors.light_grey end
|
||||||
@@ -13,13 +7,6 @@ function Print.text(text, x, y, color, fixed, scale)
|
|||||||
print(text, x, y, color, fixed, scale)
|
print(text, x, y, color, fixed, scale)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Prints centered text with shadow.
|
|
||||||
-- @param text string The text to print.
|
|
||||||
-- @param x number The x-coordinate for centering.
|
|
||||||
-- @param y number The y-coordinate.
|
|
||||||
-- @param color number The color of the text.
|
|
||||||
-- @param[opt] fixed boolean If true, uses fixed-width font.
|
|
||||||
-- @param[opt] scale number The scaling factor.
|
|
||||||
function Print.text_center(text, x, y, color, fixed, scale)
|
function Print.text_center(text, x, y, color, fixed, scale)
|
||||||
scale = scale or 1
|
scale = scale or 1
|
||||||
local text_width = print(text, 0, -6, 0, fixed, scale)
|
local text_width = print(text, 0, -6, 0, fixed, scale)
|
||||||
|
|||||||
@@ -1,20 +1,12 @@
|
|||||||
--- Draws the top bar.
|
|
||||||
-- @param title string The title text to display.
|
|
||||||
function UI.draw_top_bar(title)
|
function UI.draw_top_bar(title)
|
||||||
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
||||||
Print.text(title, 3, 2, Config.colors.green)
|
Print.text(title, 3, 2, Config.colors.green)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws dialog window.
|
|
||||||
function UI.draw_dialog()
|
function UI.draw_dialog()
|
||||||
PopupWindow.draw()
|
PopupWindow.draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws a menu.
|
|
||||||
-- @param items table A table of menu items.
|
|
||||||
-- @param selected_item number The index of the currently selected item.
|
|
||||||
-- @param x number The x-coordinate for the menu.
|
|
||||||
-- @param y number The y-coordinate for the menu.
|
|
||||||
function UI.draw_menu(items, selected_item, x, y)
|
function UI.draw_menu(items, selected_item, x, y)
|
||||||
for i, item in ipairs(items) do
|
for i, item in ipairs(items) do
|
||||||
local current_y = y + (i-1)*10
|
local current_y = y + (i-1)*10
|
||||||
@@ -25,10 +17,6 @@ function UI.draw_menu(items, selected_item, x, y)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates menu selection.
|
|
||||||
-- @param items table A table of menu items.
|
|
||||||
-- @param selected_item number The current index of the selected item.
|
|
||||||
-- @return number The updated index of the selected item.
|
|
||||||
function UI.update_menu(items, selected_item)
|
function UI.update_menu(items, selected_item)
|
||||||
if Input.up() then
|
if Input.up() then
|
||||||
Audio.sfx_beep()
|
Audio.sfx_beep()
|
||||||
@@ -46,10 +34,6 @@ function UI.update_menu(items, selected_item)
|
|||||||
return selected_item
|
return selected_item
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Wraps text.
|
|
||||||
-- @param text string The text to wrap.
|
|
||||||
-- @param max_chars_per_line number The maximum characters per line.
|
|
||||||
-- @return table A table of wrapped lines.
|
|
||||||
function UI.word_wrap(text, max_chars_per_line)
|
function UI.word_wrap(text, max_chars_per_line)
|
||||||
if text == nil then return {""} end
|
if text == nil then return {""} end
|
||||||
local lines = {}
|
local lines = {}
|
||||||
@@ -79,15 +63,6 @@ function UI.word_wrap(text, max_chars_per_line)
|
|||||||
return lines
|
return lines
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Creates a numeric stepper.
|
|
||||||
-- @param label string The label for the stepper.
|
|
||||||
-- @param value_getter function Function to get the current value.
|
|
||||||
-- @param value_setter function Function to set the current value.
|
|
||||||
-- @param min number The minimum value.
|
|
||||||
-- @param max number The maximum value.
|
|
||||||
-- @param step number The step increment.
|
|
||||||
-- @param[opt] format string The format string for displaying the value.
|
|
||||||
-- @return table A numeric stepper control definition.
|
|
||||||
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
|
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
|
||||||
return {
|
return {
|
||||||
label = label,
|
label = label,
|
||||||
@@ -101,10 +76,6 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Creates an action item.
|
|
||||||
-- @param label string The label for the action item.
|
|
||||||
-- @param action function The function to execute when the item is selected.
|
|
||||||
-- @return table An action item control definition.
|
|
||||||
function UI.create_action_item(label, action)
|
function UI.create_action_item(label, action)
|
||||||
return {
|
return {
|
||||||
label = label,
|
label = label,
|
||||||
@@ -113,9 +84,6 @@ function UI.create_action_item(label, action)
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws decision selector.
|
|
||||||
-- @param decisions table A table of decision items.
|
|
||||||
-- @param selected_decision_index number The index of the selected decision.
|
|
||||||
function UI.draw_decision_selector(decisions, selected_decision_index)
|
function UI.draw_decision_selector(decisions, selected_decision_index)
|
||||||
local bar_height = 16
|
local bar_height = 16
|
||||||
local bar_y = Config.screen.height - bar_height
|
local bar_y = Config.screen.height - bar_height
|
||||||
@@ -123,22 +91,18 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
|
|||||||
if #decisions > 0 then
|
if #decisions > 0 then
|
||||||
local selected_decision = decisions[selected_decision_index]
|
local selected_decision = decisions[selected_decision_index]
|
||||||
local decision_label = selected_decision.label
|
local decision_label = selected_decision.label
|
||||||
local text_width = #decision_label * 4
|
local text_width = #decision_label * 4 local text_y = bar_y + 4
|
||||||
local text_y = bar_y + 4
|
|
||||||
local text_x = (Config.screen.width - text_width) / 2
|
local text_x = (Config.screen.width - text_width) / 2
|
||||||
Print.text("<", 2, text_y, Config.colors.green)
|
Print.text("<", 2, text_y, Config.colors.green)
|
||||||
Print.text(decision_label, text_x, text_y, Config.colors.item)
|
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
|
||||||
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green)
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws meters.
|
|
||||||
function UI.draw_meters()
|
function UI.draw_meters()
|
||||||
if not Context or not Context.game_in_progress or not Context.meters then return end
|
if not Context or not Context.game_in_progress or not Context.meters then return end
|
||||||
if Context.meters.hidden then return end
|
if Context.meters.hidden then return end
|
||||||
|
|
||||||
local m = Context.meters
|
local m = Context.meters
|
||||||
local max = Meter.get_max()
|
local max = Meters.get_max()
|
||||||
local bar_w = 44
|
local bar_w = 44
|
||||||
local bar_h = 2
|
local bar_h = 2
|
||||||
local bar_x = 182
|
local bar_x = 182
|
||||||
@@ -148,16 +112,16 @@ function UI.draw_meters()
|
|||||||
local bar_offset = math.floor((line_h - bar_h) / 2)
|
local bar_offset = math.floor((line_h - bar_h) / 2)
|
||||||
|
|
||||||
local meter_list = {
|
local meter_list = {
|
||||||
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
|
{ key = "wpm", label = "WPM", color = Meters.COLOR_WPM, row = 0 },
|
||||||
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
|
{ key = "ism", label = "ISM", color = Meters.COLOR_ISM, row = 1 },
|
||||||
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
|
{ key = "bm", label = "BM", color = Meters.COLOR_BM, row = 2 },
|
||||||
}
|
}
|
||||||
|
|
||||||
for _, meter in ipairs(meter_list) do
|
for _, meter in ipairs(meter_list) do
|
||||||
local label_y = start_y + meter.row * line_h
|
local label_y = start_y + meter.row * line_h
|
||||||
local bar_y = label_y + bar_offset
|
local bar_y = label_y + bar_offset
|
||||||
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
|
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
|
||||||
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
|
rect(bar_x, bar_y, bar_w, bar_h, Meters.COLOR_BG)
|
||||||
if fill_w > 0 then
|
if fill_w > 0 then
|
||||||
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
|
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
|
||||||
end
|
end
|
||||||
@@ -165,10 +129,6 @@ function UI.draw_meters()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates decision selector.
|
|
||||||
-- @param decisions table A table of decision items.
|
|
||||||
-- @param selected_decision_index number The current index of the selected decision.
|
|
||||||
-- @return number The updated index of the selected decision.
|
|
||||||
function UI.update_decision_selector(decisions, selected_decision_index)
|
function UI.update_decision_selector(decisions, selected_decision_index)
|
||||||
if Input.left() then
|
if Input.left() then
|
||||||
Audio.sfx_beep()
|
Audio.sfx_beep()
|
||||||
|
|||||||
@@ -1,32 +1,14 @@
|
|||||||
|
Util = {}
|
||||||
|
|
||||||
--- Safely wraps an index for an array.
|
|
||||||
-- @param array table The array to index.
|
|
||||||
-- @param index number The desired index (can be out of bounds).
|
|
||||||
-- @return number The wrapped index within the array's bounds.
|
|
||||||
function Util.safeindex(array, index)
|
function Util.safeindex(array, index)
|
||||||
return ((index - 1 + #array) % #array) + 1
|
return ((index - 1 + #array) % #array) + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Navigates to a screen by its ID.
|
|
||||||
-- @param screen_id string The ID of the screen to go to.
|
|
||||||
function Util.go_to_screen_by_id(screen_id)
|
function Util.go_to_screen_by_id(screen_id)
|
||||||
local screen = Screen.get_by_id(screen_id)
|
local screen_index = Context.screen_indices_by_id[screen_id]
|
||||||
if screen then
|
if screen_index then
|
||||||
Context.game.current_screen = screen_id
|
Context.current_screen = screen_index
|
||||||
screen.init()
|
Context.selected_decision_index = 1 else
|
||||||
else
|
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
|
||||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Checks if a table contains a specific value.
|
|
||||||
-- @param t table The table to check.
|
|
||||||
-- @param value any The value to look for.
|
|
||||||
function Util.contains(t, value)
|
|
||||||
for i = 1, #t do
|
|
||||||
if t[i] == value then
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
@@ -6,10 +6,6 @@ AudioTestWindow = {
|
|||||||
last_pressed = false
|
last_pressed = false
|
||||||
}
|
}
|
||||||
|
|
||||||
--- Generates menu items for audio test.
|
|
||||||
-- @param list_func table List of audio functions.
|
|
||||||
-- @param index_func number Current index of selected function.
|
|
||||||
-- @return table Generated menu items.
|
|
||||||
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||||
return {
|
return {
|
||||||
{
|
{
|
||||||
@@ -19,7 +15,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
|||||||
if current_func then
|
if current_func then
|
||||||
current_func()
|
current_func()
|
||||||
else
|
else
|
||||||
trace("Invalid Audio function: " .. list_func[index_func])
|
trace("Invalid Audio function: " .. list_func[index_menu])
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
},
|
},
|
||||||
@@ -38,8 +34,6 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Generates list of audio functions.
|
|
||||||
-- @return table A sorted list of audio function names.
|
|
||||||
function AudioTestWindow.generate_listfunc()
|
function AudioTestWindow.generate_listfunc()
|
||||||
local result = {}
|
local result = {}
|
||||||
|
|
||||||
@@ -54,13 +48,11 @@ function AudioTestWindow.generate_listfunc()
|
|||||||
return result
|
return result
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Navigates back from audio test window.
|
|
||||||
function AudioTestWindow.back()
|
function AudioTestWindow.back()
|
||||||
Audio.sfx_deselect()
|
Audio.sfx_deselect()
|
||||||
GameWindow.set_state("menu")
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Initializes audio test window.
|
|
||||||
function AudioTestWindow.init()
|
function AudioTestWindow.init()
|
||||||
AudioTestWindow.last_pressed = false
|
AudioTestWindow.last_pressed = false
|
||||||
AudioTestWindow.index_menu = 1
|
AudioTestWindow.index_menu = 1
|
||||||
@@ -71,13 +63,11 @@ function AudioTestWindow.init()
|
|||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws audio test window.
|
|
||||||
function AudioTestWindow.draw()
|
function AudioTestWindow.draw()
|
||||||
UI.draw_top_bar("Audio test")
|
UI.draw_top_bar("Audio test")
|
||||||
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates audio test window logic.
|
|
||||||
function AudioTestWindow.update()
|
function AudioTestWindow.update()
|
||||||
if Input.up() then
|
if Input.up() then
|
||||||
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
|
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
|
||||||
|
|||||||
@@ -3,26 +3,23 @@ ConfigurationWindow = {
|
|||||||
selected_control = 1,
|
selected_control = 1,
|
||||||
}
|
}
|
||||||
|
|
||||||
--- Initializes configuration window.
|
|
||||||
function ConfigurationWindow.init()
|
function ConfigurationWindow.init()
|
||||||
ConfigurationWindow.controls = {
|
ConfigurationWindow.controls = {
|
||||||
UI.create_action_item(
|
UI.create_decision_item(
|
||||||
"Save",
|
"Save",
|
||||||
function() Config.save() end
|
function() Config.save() end
|
||||||
),
|
),
|
||||||
UI.create_action_item(
|
UI.create_decision_item(
|
||||||
"Restore Defaults",
|
"Restore Defaults",
|
||||||
function() Config.reset() end
|
function() Config.restore_defaults() end
|
||||||
),
|
),
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws configuration window.
|
|
||||||
function ConfigurationWindow.draw()
|
function ConfigurationWindow.draw()
|
||||||
UI.draw_top_bar("Configuration")
|
UI.draw_top_bar("Configuration")
|
||||||
|
|
||||||
local x_start = 10
|
local x_start = 10 local y_start = 40
|
||||||
local y_start = 40
|
|
||||||
local x_value_right_align = Config.screen.width - 10
|
local x_value_right_align = Config.screen.width - 10
|
||||||
local char_width = 4
|
local char_width = 4
|
||||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||||
@@ -32,19 +29,18 @@ function ConfigurationWindow.draw()
|
|||||||
local value = control.get()
|
local value = control.get()
|
||||||
local label_text = control.label
|
local label_text = control.label
|
||||||
local value_text = string.format(control.format, value)
|
local value_text = string.format(control.format, value)
|
||||||
|
|
||||||
local value_x = x_value_right_align - (#value_text * char_width)
|
local value_x = x_value_right_align - (#value_text * char_width)
|
||||||
|
|
||||||
if i == ConfigurationWindow.selected_control then
|
if i == ConfigurationWindow.selected_control then
|
||||||
color = Config.colors.item
|
color = Config.colors.item
|
||||||
Print.text("<", x_start -8, current_y, color)
|
Print.text("<", x_start -8, current_y, color)
|
||||||
Print.text(label_text, x_start, current_y, color)
|
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
|
||||||
Print.text(value_text, value_x, current_y, color)
|
Print.text(">", x_value_right_align + 4, current_y, color) else
|
||||||
Print.text(">", x_value_right_align + 4, current_y, color)
|
|
||||||
else
|
|
||||||
Print.text(label_text, x_start, current_y, color)
|
Print.text(label_text, x_start, current_y, color)
|
||||||
Print.text(value_text, value_x, current_y, color)
|
Print.text(value_text, value_x, current_y, color)
|
||||||
end
|
end
|
||||||
elseif control.type == "action_item" then
|
elseif control.type == "decision_item" then
|
||||||
local label_text = control.label
|
local label_text = control.label
|
||||||
if i == ConfigurationWindow.selected_control then
|
if i == ConfigurationWindow.selected_control then
|
||||||
color = Config.colors.item
|
color = Config.colors.item
|
||||||
@@ -59,10 +55,9 @@ function ConfigurationWindow.draw()
|
|||||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates configuration window logic.
|
|
||||||
function ConfigurationWindow.update()
|
function ConfigurationWindow.update()
|
||||||
if Input.menu_back() then
|
if Input.menu_back() then
|
||||||
GameWindow.set_state("menu")
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -82,16 +77,14 @@ function ConfigurationWindow.update()
|
|||||||
if control then
|
if control then
|
||||||
if control.type == "numeric_stepper" then
|
if control.type == "numeric_stepper" then
|
||||||
local current_value = control.get()
|
local current_value = control.get()
|
||||||
if Input.left() then
|
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
|
||||||
local new_value = math.max(control.min, current_value - control.step)
|
|
||||||
control.set(new_value)
|
control.set(new_value)
|
||||||
elseif Input.right() then
|
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
|
||||||
local new_value = math.min(control.max, current_value + control.step)
|
|
||||||
control.set(new_value)
|
control.set(new_value)
|
||||||
end
|
end
|
||||||
elseif control.type == "action_item" then
|
elseif control.type == "decision_item" then
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
control.action()
|
control.decision()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,66 +1,95 @@
|
|||||||
local _available_decisions = {}
|
--- Draws the main game window content.
|
||||||
local _selected_decision_index = 1
|
-- This includes the current screen's background, top bar, decisions, and all active sprites.
|
||||||
|
-- @function GameWindow.draw
|
||||||
--- Draws the game window.
|
|
||||||
function GameWindow.draw()
|
function GameWindow.draw()
|
||||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
local screen = Context.screens[Context.current_screen]
|
||||||
if screen.background then Map.draw(screen.background) end
|
Map.draw(screen.background)
|
||||||
UI.draw_top_bar(screen.name)
|
UI.draw_top_bar(screen.name)
|
||||||
if #_available_decisions > 0 then
|
if screen and screen.decisions and #screen.decisions > 0 then
|
||||||
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
local available_decisions = {}
|
||||||
|
for _, decision_id in ipairs(screen.decisions) do
|
||||||
|
local decision = Decision.get(decision_id)
|
||||||
|
if decision and decision.condition() then
|
||||||
|
table.insert(available_decisions, decision)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if #available_decisions > 0 then
|
||||||
|
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
Sprite.draw()
|
Sprite.draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates the game window logic.
|
--- Updates the logic for the main game window.
|
||||||
|
-- Handles input, navigates between screens, calls the current screen's and situation's update functions,
|
||||||
|
-- and processes player decisions.
|
||||||
|
-- @function GameWindow.update
|
||||||
function GameWindow.update()
|
function GameWindow.update()
|
||||||
|
local previous_screen_index = Context.current_screen
|
||||||
|
|
||||||
if Input.menu_back() then
|
if Input.menu_back() then
|
||||||
Window.set_current("menu")
|
Context.active_window = WINDOW_MENU
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
if Input.up() then
|
||||||
|
Context.current_screen = Context.current_screen - 1
|
||||||
|
if Context.current_screen < 1 then
|
||||||
|
Context.current_screen = #Context.screens
|
||||||
|
end
|
||||||
|
Context.selected_decision_index = 1 elseif Input.down() then
|
||||||
|
Context.current_screen = Context.current_screen + 1
|
||||||
|
if Context.current_screen > #Context.screens then
|
||||||
|
Context.current_screen = 1
|
||||||
|
end
|
||||||
|
Context.selected_decision_index = 1 end
|
||||||
|
|
||||||
|
local screen = Context.screens[Context.current_screen]
|
||||||
screen.update()
|
screen.update()
|
||||||
|
|
||||||
-- Handle current situation updates
|
if previous_screen_index ~= Context.current_screen then
|
||||||
if Context.game.current_situation then
|
screen.init()
|
||||||
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
|
end
|
||||||
|
|
||||||
|
if Context.current_situation then
|
||||||
|
local current_situation_obj = Situation.get(Context.current_situation)
|
||||||
if current_situation_obj and current_situation_obj.update then
|
if current_situation_obj and current_situation_obj.update then
|
||||||
current_situation_obj.update()
|
current_situation_obj.update()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Fetch and filter decisions locally
|
if screen and screen.decisions and #screen.decisions > 0 then
|
||||||
local all_decisions_for_screen = Decision.get_for_screen(screen)
|
local available_decisions = {}
|
||||||
_available_decisions = Decision.filter_available(all_decisions_for_screen)
|
for _, decision_id in ipairs(screen.decisions) do
|
||||||
|
local decision = Decision.get(decision_id)
|
||||||
if #_available_decisions == 0 then return end
|
if decision and decision.condition() then table.insert(available_decisions, decision)
|
||||||
|
end
|
||||||
if _selected_decision_index > #_available_decisions then
|
|
||||||
_selected_decision_index = 1
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if #available_decisions == 0 then return end
|
||||||
|
|
||||||
local new_selected_decision_index = UI.update_decision_selector(
|
local new_selected_decision_index = UI.update_decision_selector(
|
||||||
_available_decisions,
|
available_decisions,
|
||||||
_selected_decision_index
|
Context.selected_decision_index
|
||||||
)
|
)
|
||||||
|
|
||||||
if new_selected_decision_index ~= _selected_decision_index then
|
if new_selected_decision_index ~= Context.selected_decision_index then
|
||||||
_selected_decision_index = new_selected_decision_index
|
Context.selected_decision_index = new_selected_decision_index
|
||||||
end
|
end
|
||||||
|
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
local selected_decision = _available_decisions[_selected_decision_index]
|
local selected_decision = available_decisions[Context.selected_decision_index]
|
||||||
if selected_decision and selected_decision.handle then
|
if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
|
||||||
Audio.sfx_select()
|
end
|
||||||
selected_decision.handle()
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Sets the active window.
|
--- Sets the active window state for the game.
|
||||||
-- @param new_state string The ID of the new active window.
|
-- This function is typically called when transitioning between different game states (e.g., to a minigame).
|
||||||
|
-- @param new_state number The ID of the new active window (e.g., `WINDOW_MENU`, `WINDOW_GAME`).
|
||||||
|
-- @function GameWindow.set_state
|
||||||
function GameWindow.set_state(new_state)
|
function GameWindow.set_state(new_state)
|
||||||
Window.set_current(new_state)
|
Context.active_window = new_state
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,38 +1,21 @@
|
|||||||
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.
|
|
||||||
function IntroWindow.draw()
|
function IntroWindow.draw()
|
||||||
local x = (Config.screen.width - 132) / 2
|
local x = (Config.screen.width - 132) / 2
|
||||||
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
|
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates the intro window logic.
|
|
||||||
function IntroWindow.update()
|
function IntroWindow.update()
|
||||||
IntroWindow.y = IntroWindow.y - IntroWindow.speed
|
Context.intro.y = Context.intro.y - Context.intro.speed
|
||||||
|
|
||||||
local lines = 1
|
local lines = 1
|
||||||
for _ in string.gmatch(IntroWindow.text, "\n") do
|
for _ in string.gmatch(Context.intro.text, "\n") do
|
||||||
lines = lines + 1
|
lines = lines + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
if IntroWindow.y < -lines * 8 then
|
if Context.intro.y < -lines * 8 then
|
||||||
Window.set_current("menu")
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
end
|
end
|
||||||
|
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
Window.set_current("menu")
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -1,43 +0,0 @@
|
|||||||
local _windows = {}
|
|
||||||
|
|
||||||
--- Registers a window table.
|
|
||||||
-- @param id string The ID of the window (e.g., "splash", "menu").
|
|
||||||
-- @param window_table table The actual window module table (e.g., SplashWindow).
|
|
||||||
function Window.register(id, window_table)
|
|
||||||
_windows[id] = window_table
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Retrieves a registered window table by its ID.
|
|
||||||
-- @param id string The ID of the window.
|
|
||||||
-- @return table The window module table.
|
|
||||||
function Window.get(id)
|
|
||||||
return _windows[id]
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Sets the currently active window.
|
|
||||||
-- @param id string The ID of the window to activate.
|
|
||||||
function Window.set_current(id)
|
|
||||||
Context.current_window = id
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Gets the ID of the currently active window.
|
|
||||||
-- @return string The ID of the active window.
|
|
||||||
function Window.get_current_id()
|
|
||||||
return Context.current_window
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Gets the handler function for the currently active window.
|
|
||||||
-- This function is used by the main game loop to update and draw the active window.
|
|
||||||
-- @return function A function that updates and draws the current window.
|
|
||||||
function Window.get_current_handler()
|
|
||||||
local window_table = Window.get(Context.current_window)
|
|
||||||
if window_table and window_table.update and window_table.draw then
|
|
||||||
return function()
|
|
||||||
window_table.update()
|
|
||||||
window_table.draw()
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- Fallback handler for unregistered or incomplete windows
|
|
||||||
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
@@ -1,17 +1,13 @@
|
|||||||
local _menu_items = {}
|
|
||||||
|
|
||||||
--- Draws the menu window.
|
|
||||||
function MenuWindow.draw()
|
function MenuWindow.draw()
|
||||||
UI.draw_top_bar("Main Menu")
|
UI.draw_top_bar("Main Menu")
|
||||||
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
|
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates the menu window logic.
|
|
||||||
function MenuWindow.update()
|
function MenuWindow.update()
|
||||||
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
|
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
|
||||||
|
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
local selected_item = _menu_items[Context.current_menu_item]
|
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||||
if selected_item and selected_item.decision then
|
if selected_item and selected_item.decision then
|
||||||
Audio.sfx_select()
|
Audio.sfx_select()
|
||||||
selected_item.decision()
|
selected_item.decision()
|
||||||
@@ -19,58 +15,46 @@ function MenuWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Starts a new game from the menu.
|
|
||||||
function MenuWindow.new_game()
|
function MenuWindow.new_game()
|
||||||
Context.new_game()
|
Context.new_game() GameWindow.set_state(WINDOW_GAME)
|
||||||
GameWindow.set_state("game")
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Loads a game from the menu.
|
|
||||||
function MenuWindow.load_game()
|
function MenuWindow.load_game()
|
||||||
Context.load_game()
|
Context.load_game() GameWindow.set_state(WINDOW_GAME)
|
||||||
GameWindow.set_state("game")
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Saves the current game from the menu.
|
|
||||||
function MenuWindow.save_game()
|
function MenuWindow.save_game()
|
||||||
Context.save_game()
|
Context.save_game() end
|
||||||
end
|
|
||||||
|
|
||||||
--- Resumes the game from the menu.
|
|
||||||
function MenuWindow.resume_game()
|
function MenuWindow.resume_game()
|
||||||
GameWindow.set_state("game")
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Exits the game.
|
|
||||||
function MenuWindow.exit()
|
function MenuWindow.exit()
|
||||||
exit()
|
exit()
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Opens the configuration menu.
|
|
||||||
function MenuWindow.configuration()
|
function MenuWindow.configuration()
|
||||||
ConfigurationWindow.init()
|
ConfigurationWindow.init()
|
||||||
GameWindow.set_state("configuration")
|
GameWindow.set_state(WINDOW_CONFIGURATION)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Opens the audio test menu.
|
|
||||||
function MenuWindow.audio_test()
|
function MenuWindow.audio_test()
|
||||||
AudioTestWindow.init()
|
AudioTestWindow.init()
|
||||||
GameWindow.set_state("audiotest")
|
GameWindow.set_state(WINDOW_AUDIOTEST)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Refreshes menu items.
|
|
||||||
function MenuWindow.refresh_menu_items()
|
function MenuWindow.refresh_menu_items()
|
||||||
_menu_items = {}
|
Context.menu_items = {}
|
||||||
if Context.game_in_progress then
|
if Context.game_in_progress then
|
||||||
table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
||||||
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
||||||
end
|
end
|
||||||
|
|
||||||
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
|
table.insert(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
|
||||||
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
|
table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
|
||||||
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
|
table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
|
||||||
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
||||||
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
|
table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
|
||||||
|
|
||||||
Context.current_menu_item = 1
|
Context.selected_menu_item = 1 end
|
||||||
end
|
|
||||||
|
|||||||
@@ -1,16 +1,10 @@
|
|||||||
--- Initializes DDR minigame state.
|
|
||||||
-- @param params table Optional parameters for configuration.
|
|
||||||
function MinigameDDRWindow.init(params)
|
function MinigameDDRWindow.init(params)
|
||||||
Context.minigame_ddr = Minigame.configure_ddr(params)
|
Context.minigame_ddr = Minigames.configure_ddr(params)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Starts the DDR minigame.
|
|
||||||
-- @param return_window string The window ID to return to after the minigame.
|
|
||||||
-- @param[opt] song_key string The key of the song to play.
|
|
||||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
|
||||||
function MinigameDDRWindow.start(return_window, song_key, params)
|
function MinigameDDRWindow.start(return_window, song_key, params)
|
||||||
MinigameDDRWindow.init(params)
|
MinigameDDRWindow.init(params)
|
||||||
Context.minigame_ddr.return_window = return_window or "game"
|
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
|
||||||
Context.minigame_ddr.debug_song_key = song_key
|
Context.minigame_ddr.debug_song_key = song_key
|
||||||
if song_key and Songs and Songs[song_key] then
|
if song_key and Songs and Songs[song_key] then
|
||||||
Context.minigame_ddr.current_song = Songs[song_key]
|
Context.minigame_ddr.current_song = Songs[song_key]
|
||||||
@@ -25,10 +19,9 @@ function MinigameDDRWindow.start(return_window, song_key, params)
|
|||||||
Context.minigame_ddr.debug_status = "Random mode"
|
Context.minigame_ddr.debug_status = "Random mode"
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
Window.set_current("minigame_ddr")
|
Context.active_window = WINDOW_MINIGAME_DDR
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Spawns a random arrow.
|
|
||||||
local function spawn_arrow()
|
local function spawn_arrow()
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
local target = mg.target_arrows[math.random(1, 4)]
|
local target = mg.target_arrows[math.random(1, 4)]
|
||||||
@@ -39,8 +32,6 @@ local function spawn_arrow()
|
|||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Spawns an arrow in a specific direction.
|
|
||||||
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
|
|
||||||
local function spawn_arrow_dir(direction)
|
local function spawn_arrow_dir(direction)
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
for _, target in ipairs(mg.target_arrows) do
|
for _, target in ipairs(mg.target_arrows) do
|
||||||
@@ -55,28 +46,17 @@ local function spawn_arrow_dir(direction)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Checks if an arrow is hit.
|
|
||||||
-- @param arrow table The arrow data.
|
|
||||||
-- @return boolean True if the arrow is hit, false otherwise.
|
|
||||||
local function check_hit(arrow)
|
local function check_hit(arrow)
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
local distance = math.abs(arrow.y - mg.target_y)
|
local distance = math.abs(arrow.y - mg.target_y)
|
||||||
return distance <= mg.hit_threshold
|
return distance <= mg.hit_threshold
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Checks if an arrow is missed.
|
|
||||||
-- @param arrow table The arrow data.
|
|
||||||
-- @return boolean True if the arrow is missed, false otherwise.
|
|
||||||
local function check_miss(arrow)
|
local function check_miss(arrow)
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
return arrow.y > mg.target_y + mg.hit_threshold
|
return arrow.y > mg.target_y + mg.hit_threshold
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws an arrow.
|
|
||||||
-- @param x number The x-coordinate.
|
|
||||||
-- @param y number The y-coordinate.
|
|
||||||
-- @param direction string The direction of the arrow.
|
|
||||||
-- @param color number The color of the arrow.
|
|
||||||
local function draw_arrow(x, y, direction, color)
|
local function draw_arrow(x, y, direction, color)
|
||||||
local size = 12
|
local size = 12
|
||||||
local half = size / 2
|
local half = size / 2
|
||||||
@@ -95,21 +75,20 @@ local function draw_arrow(x, y, direction, color)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates DDR minigame logic.
|
|
||||||
function MinigameDDRWindow.update()
|
function MinigameDDRWindow.update()
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
if mg.bar_fill >= mg.max_fill then
|
if mg.bar_fill >= mg.max_fill then
|
||||||
Meter.on_minigame_complete()
|
Meters.on_minigame_complete()
|
||||||
Meter.show()
|
Meters.show()
|
||||||
Window.set_current(mg.return_window)
|
Context.active_window = mg.return_window
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
mg.frame_counter = mg.frame_counter + 1
|
mg.frame_counter = mg.frame_counter + 1
|
||||||
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
|
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
|
||||||
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
||||||
Meter.on_minigame_complete()
|
Meters.on_minigame_complete()
|
||||||
Meter.show()
|
Meters.show()
|
||||||
Window.set_current(mg.return_window)
|
Context.active_window = mg.return_window
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -188,7 +167,6 @@ function MinigameDDRWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws DDR minigame.
|
|
||||||
function MinigameDDRWindow.draw()
|
function MinigameDDRWindow.draw()
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
if not mg then
|
if not mg then
|
||||||
@@ -196,11 +174,11 @@ function MinigameDDRWindow.draw()
|
|||||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||||
print("Press Z to return", 10, 20, 12)
|
print("Press Z to return", 10, 20, 12)
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
Window.set_current("game")
|
Context.active_window = WINDOW_GAME
|
||||||
end
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if mg.return_window == "game" then
|
if mg.return_window == WINDOW_GAME then
|
||||||
GameWindow.draw()
|
GameWindow.draw()
|
||||||
end
|
end
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
|
|||||||
@@ -1,19 +1,13 @@
|
|||||||
--- Initializes button mash minigame state.
|
|
||||||
-- @param params table Optional parameters for configuration.
|
|
||||||
function MinigameButtonMashWindow.init(params)
|
function MinigameButtonMashWindow.init(params)
|
||||||
Context.minigame_button_mash = Minigame.configure_button_mash(params)
|
Context.minigame_button_mash = Minigames.configure_button_mash(params)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Starts the button mash minigame.
|
|
||||||
-- @param return_window string The window ID to return to after the minigame.
|
|
||||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
|
||||||
function MinigameButtonMashWindow.start(return_window, params)
|
function MinigameButtonMashWindow.start(return_window, params)
|
||||||
MinigameButtonMashWindow.init(params)
|
MinigameButtonMashWindow.init(params)
|
||||||
Context.minigame_button_mash.return_window = return_window or "game"
|
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
||||||
Window.set_current("minigame_button_mash")
|
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates button mash minigame logic.
|
|
||||||
function MinigameButtonMashWindow.update()
|
function MinigameButtonMashWindow.update()
|
||||||
local mg = Context.minigame_button_mash
|
local mg = Context.minigame_button_mash
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
@@ -24,9 +18,9 @@ function MinigameButtonMashWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
if mg.bar_fill >= mg.max_fill then
|
if mg.bar_fill >= mg.max_fill then
|
||||||
Meter.on_minigame_complete()
|
Meters.on_minigame_complete()
|
||||||
Meter.show()
|
Meters.show()
|
||||||
Window.set_current(mg.return_window)
|
Context.active_window = mg.return_window
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||||
@@ -39,10 +33,9 @@ function MinigameButtonMashWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws button mash minigame.
|
|
||||||
function MinigameButtonMashWindow.draw()
|
function MinigameButtonMashWindow.draw()
|
||||||
local mg = Context.minigame_button_mash
|
local mg = Context.minigame_button_mash
|
||||||
if mg.return_window == "game" then
|
if mg.return_window == WINDOW_GAME then
|
||||||
GameWindow.draw()
|
GameWindow.draw()
|
||||||
end
|
end
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
|
|||||||
@@ -1,19 +1,13 @@
|
|||||||
--- Initializes rhythm minigame state.
|
|
||||||
-- @param params table Optional parameters for configuration.
|
|
||||||
function MinigameRhythmWindow.init(params)
|
function MinigameRhythmWindow.init(params)
|
||||||
Context.minigame_rhythm = Minigame.configure_rhythm(params)
|
Context.minigame_rhythm = Minigames.configure_rhythm(params)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Starts the rhythm minigame.
|
|
||||||
-- @param return_window string The window ID to return to after the minigame.
|
|
||||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
|
||||||
function MinigameRhythmWindow.start(return_window, params)
|
function MinigameRhythmWindow.start(return_window, params)
|
||||||
MinigameRhythmWindow.init(params)
|
MinigameRhythmWindow.init(params)
|
||||||
Context.minigame_rhythm.return_window = return_window or "game"
|
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
||||||
Window.set_current("minigame_rhythm")
|
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates rhythm minigame logic.
|
|
||||||
function MinigameRhythmWindow.update()
|
function MinigameRhythmWindow.update()
|
||||||
local mg = Context.minigame_rhythm
|
local mg = Context.minigame_rhythm
|
||||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||||
@@ -46,9 +40,9 @@ function MinigameRhythmWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
if mg.score >= mg.max_score then
|
if mg.score >= mg.max_score then
|
||||||
Meter.on_minigame_complete()
|
Meters.on_minigame_complete()
|
||||||
Meter.show()
|
Meters.show()
|
||||||
Window.set_current(mg.return_window)
|
Context.active_window = mg.return_window
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if mg.button_pressed_timer > 0 then
|
if mg.button_pressed_timer > 0 then
|
||||||
@@ -56,10 +50,9 @@ function MinigameRhythmWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws rhythm minigame.
|
|
||||||
function MinigameRhythmWindow.draw()
|
function MinigameRhythmWindow.draw()
|
||||||
local mg = Context.minigame_rhythm
|
local mg = Context.minigame_rhythm
|
||||||
if mg.return_window == "game" then
|
if mg.return_window == WINDOW_GAME then
|
||||||
GameWindow.draw()
|
GameWindow.draw()
|
||||||
end
|
end
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
|
|||||||
@@ -5,32 +5,21 @@ local POPUP_HEIGHT = 80
|
|||||||
local TEXT_MARGIN_X = POPUP_X + 10
|
local TEXT_MARGIN_X = POPUP_X + 10
|
||||||
local TEXT_MARGIN_Y = POPUP_Y + 10
|
local TEXT_MARGIN_Y = POPUP_Y + 10
|
||||||
local LINE_HEIGHT = 8
|
local LINE_HEIGHT = 8
|
||||||
|
|
||||||
--- Displays a popup window.
|
|
||||||
-- @param content_strings table A table of strings to display in the popup.
|
|
||||||
function PopupWindow.show(content_strings)
|
function PopupWindow.show(content_strings)
|
||||||
Context.popup.show = true
|
Context.popup.show = true
|
||||||
Context.popup.content = content_strings or {}
|
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
|
||||||
GameWindow.set_state("popup")
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Hides the popup window.
|
|
||||||
function PopupWindow.hide()
|
function PopupWindow.hide()
|
||||||
Context.popup.show = false
|
Context.popup.show = false
|
||||||
Context.popup.content = {}
|
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
|
||||||
GameWindow.set_state("game")
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Updates popup window logic.
|
|
||||||
function PopupWindow.update()
|
function PopupWindow.update()
|
||||||
if Context.popup.show then
|
if Context.popup.show then
|
||||||
if Input.menu_confirm() or Input.menu_back() then
|
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
|
||||||
PopupWindow.hide()
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws the popup window.
|
|
||||||
function PopupWindow.draw()
|
function PopupWindow.draw()
|
||||||
if Context.popup.show then
|
if Context.popup.show then
|
||||||
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
||||||
|
|||||||
@@ -1,29 +0,0 @@
|
|||||||
SplashWindow = {}
|
|
||||||
Window.register("splash", SplashWindow)
|
|
||||||
|
|
||||||
IntroWindow = {}
|
|
||||||
Window.register("intro", IntroWindow)
|
|
||||||
|
|
||||||
MenuWindow = {}
|
|
||||||
Window.register("menu", MenuWindow)
|
|
||||||
|
|
||||||
GameWindow = {}
|
|
||||||
Window.register("game", GameWindow)
|
|
||||||
|
|
||||||
PopupWindow = {}
|
|
||||||
Window.register("popup", PopupWindow)
|
|
||||||
|
|
||||||
ConfigurationWindow = {}
|
|
||||||
Window.register("configuration", ConfigurationWindow)
|
|
||||||
|
|
||||||
AudioTestWindow = {}
|
|
||||||
Window.register("audiotest", AudioTestWindow)
|
|
||||||
|
|
||||||
MinigameButtonMashWindow = {}
|
|
||||||
Window.register("minigame_button_mash", MinigameButtonMashWindow)
|
|
||||||
|
|
||||||
MinigameRhythmWindow = {}
|
|
||||||
Window.register("minigame_rhythm", MinigameRhythmWindow)
|
|
||||||
|
|
||||||
MinigameDDRWindow = {}
|
|
||||||
Window.register("minigame_ddr", MinigameDDRWindow)
|
|
||||||
@@ -1,14 +1,14 @@
|
|||||||
--- Draws the splash window.
|
|
||||||
function SplashWindow.draw()
|
function SplashWindow.draw()
|
||||||
local txt = "Definitely not an Impostor"
|
local txt = "Definitely not an Impostor"
|
||||||
local y = (Config.screen.height - 6) / 2
|
local w = #txt * 6
|
||||||
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
|
local x = (240 - w) / 2
|
||||||
|
local y = (136 - 6) / 2
|
||||||
|
print(txt, x, y, 12)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates the splash window logic.
|
|
||||||
function SplashWindow.update()
|
function SplashWindow.update()
|
||||||
Context.splash_timer = Context.splash_timer - 1
|
Context.splash_timer = Context.splash_timer - 1
|
||||||
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
||||||
Window.set_current("intro")
|
GameWindow.set_state(WINDOW_INTRO)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user