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787b6656b0
| Author | SHA1 | Date | |
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| 787b6656b0 |
@@ -46,7 +46,11 @@ on than meets the eye.]]
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minigame_button_mash = Minigames.get_default_button_mash(),
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minigame_rhythm = Minigames.get_default_rhythm(),
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meters = Meters.get_initial(),
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--- Table storing currently active sprites to be drawn.
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-- Each entry is a table with `id`, `x`, `y`, and other drawing parameters.
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sprites = {},
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--- The ID of the currently active situation.
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-- Set by `Situation.apply()` and `nil` if no situation is active.
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current_situation = nil,
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}
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end
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@@ -1,5 +1,13 @@
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local _screens = {}
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--- Registers a new screen definition with the Screen manager.
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-- Overwrites existing screen if an ID conflict occurs.
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-- @param screen_data table A table containing the screen definition.
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-- Must include an `id` field (string).
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-- Optional fields:
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-- - `situations` (table): A table of situation IDs allowed on this screen. Defaults to an empty table.
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-- - `init` (function): Function to execute once when the screen becomes active. Defaults to an empty function.
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-- - `update` (function): Function to execute each frame while the screen is active. Defaults to an empty function.
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function Screen.register(screen_data)
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if _screens[screen_data.id] then
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trace("Warning: Overwriting screen with id: " .. screen_data.id)
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@@ -7,9 +15,18 @@ function Screen.register(screen_data)
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if not screen_data.situations then
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screen_data.situations = {}
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end
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if not screen_data.init then
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screen_data.init = function() end
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end
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if not screen_data.update then
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screen_data.update = function() end
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end
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_screens[screen_data.id] = screen_data
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end
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--- Retrieves a registered screen by its ID.
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-- @param screen_id string The ID of the screen to retrieve.
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-- @return table The screen table, or `nil` if not found.
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function Screen.get_by_id(screen_id)
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return _screens[screen_id]
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end
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@@ -1,5 +1,12 @@
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local _situations = {}
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--- Registers a new situation with the Situation manager.
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-- Overwrites existing situation if an ID conflict occurs.
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-- @param situation table A table containing the situation definition.
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-- Must include an `id` field (string).
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-- Optional fields:
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-- - `handle` (function): Function to execute when the situation is applied. Defaults to an empty function.
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-- - `update` (function): Function to execute each frame while the situation is active. Defaults to an empty function.
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function Situation.register(situation)
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if not situation or not situation.id then
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PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
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@@ -8,16 +15,28 @@ function Situation.register(situation)
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if not situation.handle then
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situation.handle = function() end
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end
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if not situation.update then
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situation.update = function() end
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end
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if _situations[situation.id] then
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trace("Warning: Overwriting situation with id: " .. situation.id)
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end
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_situations[situation.id] = situation
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end
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--- Retrieves a registered situation by its ID.
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-- @param id string The ID of the situation to retrieve.
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-- @return table The situation table, or `nil` if not found.
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function Situation.get(id)
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return _situations[id]
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end
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--- Applies a situation, making it the current active situation.
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-- The situation's `handle` function is executed.
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-- This function first checks if the situation is valid and if it's allowed
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-- on the current screen (as defined in `Context.screens[Context.current_screen].situations`).
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-- If successful, `Context.current_situation` is updated with the ID of the applied situation.
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-- @param id string The ID of the situation to apply.
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function Situation.apply(id)
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local situation = Situation.get(id)
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if not situation then
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@@ -34,4 +53,3 @@ function Situation.apply(id)
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Context.current_situation = id
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situation.handle()
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end
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@@ -1,5 +1,15 @@
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local _sprites = {}
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--- Registers a new sprite or complex sprite definition with the Sprite manager.
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-- Overwrites existing sprite if an ID conflict occurs.
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-- @param sprite_data table A table containing the sprite definition.
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-- Must include an `id` field (string) and either an `s` field (number, for simple sprites)
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-- or a `sprites` field (table, for complex sprites).
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-- For complex sprites, `sprites` is a table of sub-sprite definitions, each with:
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-- - `s` (number): Sprite index.
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-- - `x_offset` (number): X-offset relative to the parent sprite's position.
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-- - `y_offset` (number): Y-offset relative to the parent sprite's position.
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-- - Optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` for individual sub-sprites.
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function Sprite.register(sprite_data)
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if not sprite_data or not sprite_data.id then
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trace("Error: Invalid sprite object registered (missing id)!")
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@@ -11,6 +21,17 @@ function Sprite.register(sprite_data)
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_sprites[sprite_data.id] = sprite_data
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end
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--- Schedules a registered sprite to be drawn at a specific position with optional transformations.
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-- The sprite's parameters are stored in `Context.sprites` for deferred rendering by `Sprite.draw()`.
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-- If the sprite with the given `id` is already scheduled, its parameters will be updated.
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-- @param id string The unique identifier of the sprite to show. Must be registered via `Sprite.register`.
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-- @param x number The x-coordinate on the screen where the sprite will be drawn.
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-- @param y number The y-coordinate on the screen where the sprite will be drawn.
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-- @param[opt] colorkey number The color index to be treated as transparent (default: 0).
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-- @param[opt] scale number The scaling factor for the sprite (default: 1).
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-- @param[opt] flip_x number Set to 1 to flip the sprite horizontally (default: 0).
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-- @param[opt] flip_y number Set to 1 to flip the sprite vertically (default: 0).
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-- @param[opt] rot number The rotation of the sprite in degrees (default: 0).
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function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
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-- Ensure the sprite exists before attempting to show it
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if not _sprites[id] then
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@@ -30,10 +51,16 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
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}
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end
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--- Hides a currently displayed sprite by removing it from the `Context.sprites` table.
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-- The sprite will no longer be drawn in subsequent frames.
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-- @param id string The unique identifier of the sprite to hide.
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function Sprite.hide(id)
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Context.sprites[id] = nil
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end
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--- Draws all sprites currently scheduled in `Context.sprites`.
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-- This function retrieves the registered sprite definitions and applies the stored
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-- position and transformation parameters. It handles both simple and complex sprites.
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function Sprite.draw()
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for id, params in pairs(Context.sprites) do
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local sprite_data = _sprites[id]
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@@ -1,17 +1,17 @@
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Sprite.register({
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id = "norman",
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sprites = {
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-- Body
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-- Body (sprite index 0)
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{ s = 0, x_offset = 0, y_offset = 0 },
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-- Head
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-- Head (sprite index 1)
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{ s = 1, x_offset = 0, y_offset = -8 },
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-- Left Arm
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-- Left Arm (sprite index 2)
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{ s = 2, x_offset = -4, y_offset = 4 },
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-- Right Arm
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-- Right Arm (sprite index 3, flipped)
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{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
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-- Left Leg
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-- Left Leg (sprite index 4)
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{ s = 4, x_offset = -2, y_offset = 8 },
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-- Right Leg
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-- Right Leg (sprite index 5, flipped)
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{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
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}
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})
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@@ -1,3 +1,6 @@
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--- Draws the main game window content.
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-- This includes the current screen's background, top bar, decisions, and all active sprites.
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-- @function GameWindow.draw
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function GameWindow.draw()
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local screen = Context.screens[Context.current_screen]
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Map.draw(screen.background)
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@@ -17,7 +20,13 @@ function GameWindow.draw()
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Sprite.draw()
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end
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--- Updates the logic for the main game window.
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-- Handles input, navigates between screens, calls the current screen's and situation's update functions,
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-- and processes player decisions.
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-- @function GameWindow.update
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function GameWindow.update()
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local previous_screen_index = Context.current_screen
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if Input.menu_back() then
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Context.active_window = WINDOW_MENU
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MenuWindow.refresh_menu_items()
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@@ -37,6 +46,19 @@ function GameWindow.update()
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Context.selected_decision_index = 1 end
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local screen = Context.screens[Context.current_screen]
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screen.update()
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if previous_screen_index ~= Context.current_screen then
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screen.init()
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end
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if Context.current_situation then
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local current_situation_obj = Situation.get(Context.current_situation)
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if current_situation_obj and current_situation_obj.update then
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current_situation_obj.update()
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end
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end
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if screen and screen.decisions and #screen.decisions > 0 then
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local available_decisions = {}
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for _, decision_id in ipairs(screen.decisions) do
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@@ -64,6 +86,10 @@ function GameWindow.update()
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end
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end
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--- Sets the active window state for the game.
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-- This function is typically called when transitioning between different game states (e.g., to a minigame).
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-- @param new_state number The ID of the new active window (e.g., `WINDOW_MENU`, `WINDOW_GAME`).
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-- @function GameWindow.set_state
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function GameWindow.set_state(new_state)
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Context.active_window = new_state
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end
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