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c9db82cce7 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,2 +1,4 @@
|
||||
.local
|
||||
impostor.lua
|
||||
prompts
|
||||
docs
|
||||
14
.vscode/settings.json
vendored
14
.vscode/settings.json
vendored
@@ -15,5 +15,17 @@
|
||||
],
|
||||
"Lua.diagnostics.disable": [
|
||||
"undefined-global"
|
||||
]
|
||||
],
|
||||
"python.autoComplete.extraPaths": [
|
||||
"${workspaceFolder}/sources/poky/bitbake/lib",
|
||||
"${workspaceFolder}/sources/poky/meta/lib"
|
||||
],
|
||||
"python.analysis.extraPaths": [
|
||||
"${workspaceFolder}/sources/poky/bitbake/lib",
|
||||
"${workspaceFolder}/sources/poky/meta/lib"
|
||||
],
|
||||
"files.associations": {
|
||||
"*.conf": "bitbake",
|
||||
"*.inc": "bitbake"
|
||||
}
|
||||
}
|
||||
27
.vscode/tasks.json
vendored
Normal file
27
.vscode/tasks.json
vendored
Normal file
@@ -0,0 +1,27 @@
|
||||
{
|
||||
// See https://go.microsoft.com/fwlink/?LinkId=733558
|
||||
// for the documentation about the tasks.json format
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"label": "Run TIC80",
|
||||
"type": "shell",
|
||||
"command": "tic80 --fs=. impostor.lua"
|
||||
},
|
||||
{
|
||||
"label": "Build & Run TIC80",
|
||||
"type": "shell",
|
||||
"command": "make build && tic80 --fs=. impostor.lua"
|
||||
},
|
||||
{
|
||||
"label": "Export assets",
|
||||
"type": "shell",
|
||||
"command": "make export_assets"
|
||||
},
|
||||
{
|
||||
"label": "Make build",
|
||||
"type": "shell",
|
||||
"command": "make build"
|
||||
},
|
||||
]
|
||||
}
|
||||
105
GEMINI.md
105
GEMINI.md
@@ -51,4 +51,107 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
|
||||
|
||||
## Agent Directives
|
||||
|
||||
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
|
||||
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
|
||||
|
||||
---
|
||||
|
||||
# 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).
|
||||
|
||||
## Table of Contents
|
||||
|
||||
- [Overview](#overview)
|
||||
- [Button Mash Minigame](#button-mash-minigame)
|
||||
- [Rhythm Minigame](#rhythm-minigame)
|
||||
- [DDR Minigame](#ddr-minigame)
|
||||
- [Integration Guide](#integration-guide)
|
||||
- [Common Features](#common-features)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
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** - Minigames render over the current game window
|
||||
- **Progress tracking** - Visual indicators show completion status
|
||||
- **Return mechanism** - Automatic return to the calling window upon completion
|
||||
- **Visual feedback** - Button presses and hits are visually indicated
|
||||
|
||||
---
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||||
|
||||
## Button Mash Minigame
|
||||
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||||
**File**: `inc/window/window.minigame.mash.lua`
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||||
|
||||
### Description
|
||||
|
||||
A fast-paced minigame where the player must repeatedly press the Z button to fill a progress bar. The bar automatically degrades over time, and the degradation rate increases as the bar fills up, creating increasing difficulty.
|
||||
|
||||
### Gameplay Mechanics
|
||||
|
||||
- **Objective**: Fill the progress bar to 100% by pressing Z repeatedly
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||||
- **Challenge**: The bar degrades automatically, with degradation increasing as it fills
|
||||
- **Win Condition**: Bar reaches 100%
|
||||
- **No Fail State**: Player can keep trying until successful
|
||||
|
||||
### Visual Elements
|
||||
|
||||
#### Simple sketch
|
||||

|
||||
|
||||
```
|
||||
Progress Bar (200x12px at 20,10):
|
||||
┌────────────────────────────────────┐
|
||||
│████████████████░░░░░░░░░░░░░░ 45%│
|
||||
└────────────────────────────────────┘
|
||||
|
||||
Button Indicator (Bottom):
|
||||
╔═══╗
|
||||
║ Z ║ ← Press repeatedly!
|
||||
╚═══╝
|
||||
|
||||
Text: "MASH Z!"
|
||||
```
|
||||
|
||||
#### Configuration Parameters
|
||||
|
||||
```lua
|
||||
bar_fill = 0 -- Current fill level (0-100)
|
||||
max_fill = 100 -- Target fill level
|
||||
fill_per_press = 8 -- Points gained per button press
|
||||
base_degradation = 0.15 -- Base degradation per frame
|
||||
degradation_multiplier = 0.006 -- Increases degradation with bar fill
|
||||
button_press_duration = 8 -- Visual feedback duration (frames)
|
||||
```
|
||||
|
||||
#### Usage Example
|
||||
|
||||
```lua
|
||||
-- Start button mash minigame
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||||
MinigameButtonMashWindow.start(WINDOW_GAME)
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||||
|
||||
-- Or from any window
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||||
MinigameButtonMashWindow.start(WINDOW_POPUP)
|
||||
```
|
||||
|
||||
#### Color Coding
|
||||
|
||||
- **Green**: Low fill (0-33%)
|
||||
- **Medium (NPC color)**: Medium fill (34-66%)
|
||||
- **Yellow (Item color)**: High fill (67-100%)
|
||||
|
||||
---
|
||||
|
||||
## Rhythm Minigame
|
||||
|
||||
**File**: `inc/window/window.minigame.rhythm.lua`
|
||||
|
||||
### Description
|
||||
|
||||
A timing-based minigame where the player must press Z when a moving line crosses a green target zone. The target zone shrinks with each successful hit, making the game progressively more challenging.
|
||||
|
||||
### Gameplay Mechanics
|
||||
|
||||
- **Objective**: Score 10 points by timing button presses correctly
|
||||
|
||||
6
Makefile
6
Makefile
@@ -14,7 +14,7 @@ SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
|
||||
|
||||
ASSETS_LUA = inc/meta/meta.assets.lua
|
||||
ASSETS_DIR = assets
|
||||
ASSET_TYPES = map tiles sprites sfx music
|
||||
ASSET_TYPES = tiles sprites sfx music
|
||||
|
||||
# CI/CD variables
|
||||
VERSION_FILE = .version
|
||||
@@ -31,10 +31,10 @@ build: $(OUTPUT)
|
||||
|
||||
$(OUTPUT): $(SRC) $(ORDER)
|
||||
@rm -f $(OUTPUT)
|
||||
@while read f; do \
|
||||
@sed 's/\r$$//' $(ORDER) | while read f; do \
|
||||
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
|
||||
echo "" >> $(OUTPUT); \
|
||||
done < $(ORDER)
|
||||
done
|
||||
|
||||
export: build
|
||||
@if [ -z "$(VERSION)" ]; then \
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -3,17 +3,24 @@ init/init.modules.lua
|
||||
init/init.config.lua
|
||||
init/init.windows.lua
|
||||
init/init.context.lua
|
||||
data/data.songs.lua
|
||||
system/system.print.lua
|
||||
system/system.util.lua
|
||||
entity/entity.npc.lua
|
||||
entity/entity.item.lua
|
||||
system/system.input.lua
|
||||
system/system.audio.lua
|
||||
system/system.ui.lua
|
||||
map/map.bedroom.lua
|
||||
window/window.splash.lua
|
||||
window/window.intro.lua
|
||||
window/window.menu.lua
|
||||
window/window.configuration.lua
|
||||
window/window.audiotest.lua
|
||||
window/window.popup.lua
|
||||
window/window.minigame.mash.lua
|
||||
window/window.minigame.rhythm.lua
|
||||
window/window.minigame.ddr.lua
|
||||
window/window.game.lua
|
||||
system/system.main.lua
|
||||
meta/meta.assets.lua
|
||||
|
||||
160
inc/data/data.songs.lua
Normal file
160
inc/data/data.songs.lua
Normal file
@@ -0,0 +1,160 @@
|
||||
-- DDR Arrow Spawn Patterns
|
||||
-- Each song defines when arrows should spawn, synced to music beats
|
||||
|
||||
Songs = {
|
||||
-- Example song pattern
|
||||
test_song = {
|
||||
name = "Test Song",
|
||||
bpm = 120, -- Beats per minute (for reference)
|
||||
fps = 60, -- Frames per second (TIC-80 default)
|
||||
end_frame = 570, -- Frame when song ends (last note)
|
||||
|
||||
-- Arrow spawn pattern
|
||||
-- Each entry defines when (in frames) and which direction arrow spawns
|
||||
-- Formula: frame = (beat / bpm) * 60 * fps
|
||||
-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
|
||||
pattern = {
|
||||
-- Beat 1-4 (intro)
|
||||
{frame = 30, dir = "left"},
|
||||
{frame = 60, dir = "down"},
|
||||
{frame = 90, dir = "up"},
|
||||
{frame = 120, dir = "right"},
|
||||
|
||||
-- Beat 5-8 (faster)
|
||||
{frame = 135, dir = "left"},
|
||||
{frame = 150, dir = "right"},
|
||||
{frame = 165, dir = "left"},
|
||||
{frame = 180, dir = "right"},
|
||||
|
||||
-- Beat 9-12 (complex pattern)
|
||||
{frame = 210, dir = "left"},
|
||||
{frame = 210, dir = "right"}, -- simultaneous
|
||||
{frame = 240, dir = "up"},
|
||||
{frame = 240, dir = "down"}, -- simultaneous
|
||||
{frame = 270, dir = "left"},
|
||||
{frame = 300, dir = "right"},
|
||||
|
||||
-- Beat 13-16 (rapid sequence)
|
||||
{frame = 330, dir = "left"},
|
||||
{frame = 345, dir = "down"},
|
||||
{frame = 360, dir = "up"},
|
||||
{frame = 375, dir = "right"},
|
||||
{frame = 390, dir = "left"},
|
||||
{frame = 405, dir = "down"},
|
||||
{frame = 420, dir = "up"},
|
||||
{frame = 435, dir = "right"},
|
||||
|
||||
-- Beat 17-20 (finale)
|
||||
{frame = 465, dir = "up"},
|
||||
{frame = 465, dir = "down"},
|
||||
{frame = 495, dir = "left"},
|
||||
{frame = 495, dir = "right"},
|
||||
{frame = 525, dir = "up"},
|
||||
{frame = 540, dir = "down"},
|
||||
{frame = 555, dir = "left"},
|
||||
{frame = 570, dir = "right"}
|
||||
}
|
||||
},
|
||||
test_song_2 = {
|
||||
name = "Test Song 2",
|
||||
bpm = 120, -- Beats per minute (for reference)
|
||||
fps = 60, -- Frames per second (TIC-80 default)
|
||||
end_frame = 570, -- Frame when song ends (last note)
|
||||
|
||||
-- Arrow spawn pattern
|
||||
-- Each entry defines when (in frames) and which direction arrow spawns
|
||||
-- Formula: frame = (beat / bpm) * 60 * fps
|
||||
-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
|
||||
pattern = {
|
||||
-- Beat 1-4 (intro)
|
||||
{frame = 30, dir = "left"},
|
||||
{frame = 60, dir = "down"},
|
||||
{frame = 90, dir = "up"},
|
||||
{frame = 120, dir = "right"},
|
||||
|
||||
-- Beat 5-8 (faster)
|
||||
{frame = 135, dir = "left"},
|
||||
{frame = 150, dir = "right"},
|
||||
{frame = 165, dir = "left"},
|
||||
{frame = 180, dir = "right"},
|
||||
|
||||
-- Beat 9-12 (complex pattern)
|
||||
{frame = 210, dir = "left"},
|
||||
{frame = 210, dir = "right"}, -- simultaneous
|
||||
{frame = 240, dir = "up"},
|
||||
{frame = 240, dir = "down"}, -- simultaneous
|
||||
{frame = 270, dir = "left"},
|
||||
{frame = 300, dir = "right"},
|
||||
|
||||
-- Beat 13-16 (rapid sequence)
|
||||
{frame = 330, dir = "left"},
|
||||
{frame = 345, dir = "down"},
|
||||
{frame = 360, dir = "up"},
|
||||
{frame = 375, dir = "right"},
|
||||
{frame = 390, dir = "left"},
|
||||
{frame = 405, dir = "down"},
|
||||
{frame = 420, dir = "up"},
|
||||
{frame = 435, dir = "right"},
|
||||
|
||||
-- Beat 17-20 (finale)
|
||||
{frame = 465, dir = "up"},
|
||||
{frame = 465, dir = "down"},
|
||||
{frame = 495, dir = "left"},
|
||||
{frame = 495, dir = "right"},
|
||||
{frame = 525, dir = "up"},
|
||||
{frame = 540, dir = "down"},
|
||||
{frame = 555, dir = "left"},
|
||||
{frame = 570, dir = "right"}
|
||||
}
|
||||
},
|
||||
-- Random mode (no predefined pattern, spawns randomly)
|
||||
random = {
|
||||
name = "Random Mode",
|
||||
bpm = 0, -- Not applicable for random mode
|
||||
fps = 60,
|
||||
end_frame = nil, -- No end frame for random mode
|
||||
pattern = {} -- Empty, will spawn randomly in game
|
||||
}
|
||||
}
|
||||
|
||||
-- Helper function to calculate frame from beat
|
||||
-- Usage: frame_from_beat(beat_number, bpm, fps)
|
||||
function frame_from_beat(beat, bpm, fps)
|
||||
fps = fps or 60
|
||||
local seconds_per_beat = 60 / bpm
|
||||
local frames_per_beat = seconds_per_beat * fps
|
||||
return math.floor(beat * frames_per_beat)
|
||||
end
|
||||
|
||||
-- Helper function to convert simple beat notation to frame pattern
|
||||
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
|
||||
function beats_to_pattern(beats, bpm, fps)
|
||||
fps = fps or 60
|
||||
local pattern = {}
|
||||
for _, beat_data in ipairs(beats) do
|
||||
local beat = beat_data[1]
|
||||
local dir = beat_data[2]
|
||||
table.insert(pattern, {
|
||||
frame = frame_from_beat(beat, bpm, fps),
|
||||
dir = dir
|
||||
})
|
||||
end
|
||||
return pattern
|
||||
end
|
||||
|
||||
-- Example of creating a song using beat notation:
|
||||
--[[
|
||||
Songs.custom_song = {
|
||||
name = "Custom Song",
|
||||
bpm = 130,
|
||||
fps = 60,
|
||||
pattern = beats_to_pattern({
|
||||
{1, "left"},
|
||||
{2, "down"},
|
||||
{3, "up"},
|
||||
{4, "right"},
|
||||
{4.5, "left"},
|
||||
{5, "right"}
|
||||
}, 130)
|
||||
}
|
||||
]]
|
||||
@@ -2,15 +2,8 @@ local SAVE_GAME_BANK = 6
|
||||
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||
|
||||
local SAVE_GAME_PLAYER_X_ADDRESS = 1
|
||||
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
|
||||
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
|
||||
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
|
||||
local SAVE_GAME_selectS_ADDRESS = 5
|
||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||
|
||||
local VX_VY_OFFSET = 128 -- Offset for negative velocities
|
||||
|
||||
-- Helper for deep copying tables
|
||||
local function clone_table(t)
|
||||
local copy = {}
|
||||
@@ -57,9 +50,25 @@ local function get_initial_data()
|
||||
game_in_progress = false, -- New flag
|
||||
screens = clone_table({
|
||||
{
|
||||
-- Screen 1
|
||||
name = "Screen 1",
|
||||
npcs = {
|
||||
{
|
||||
name = "Button Mash Minigame",
|
||||
sprite_id = 4,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Ready to test your reflexes? Prove your speed!",
|
||||
options = {
|
||||
{label = "Let's do it!", next_node = "__MINIGAME_BUTTON_MASH__"},
|
||||
{label = "Not now.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "Come back when you're ready.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name = "Trinity",
|
||||
sprite_id = 2,
|
||||
@@ -171,7 +180,7 @@ local function get_initial_data()
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
items = {
|
||||
{
|
||||
@@ -185,6 +194,23 @@ local function get_initial_data()
|
||||
-- Screen 2
|
||||
name = "Screen 2",
|
||||
npcs = {
|
||||
{
|
||||
name = "Rhythm Master",
|
||||
sprite_id = 4,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Test your timing! Hit the mark when the moment is right.",
|
||||
options = {
|
||||
{label = "Let's go!", next_node = "__MINIGAME_RHYTHM__"},
|
||||
{label = "Not now.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "Come back when you're ready to test your reflexes.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name = "Morpheus",
|
||||
sprite_id = 5,
|
||||
@@ -275,6 +301,43 @@ local function get_initial_data()
|
||||
-- Screen 3
|
||||
name = "Screen 3",
|
||||
npcs = {
|
||||
{
|
||||
name = "DDR Rhythm Master",
|
||||
sprite_id = 4,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Test your reflexes! Hit the arrows in time with the music. Choose your difficulty:",
|
||||
options = {
|
||||
{label = "Test Song", next_node = "test"},
|
||||
{label = "Test Song 2", next_node = "test_2"},
|
||||
{label = "Random Mode", next_node = "random"},
|
||||
{label = "Not now.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
test = {
|
||||
text = "Test song selected. Show me what you got!",
|
||||
options = {
|
||||
{label = "Start!", next_node = "__MINIGAME_DDR:test_song__"}
|
||||
}
|
||||
},
|
||||
test_2 = {
|
||||
text = "Test song 2 selected. Show me what you got!",
|
||||
options = {
|
||||
{label = "Start!", next_node = "__MINIGAME_DDR:test_song_2__"}
|
||||
}
|
||||
},
|
||||
random = {
|
||||
text = "Random arrows! No pattern, just react!",
|
||||
options = {
|
||||
{label = "Start!", next_node = "__MINIGAME_DDR__"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "Come back when you're ready to dance!",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name = "Agent Smith",
|
||||
sprite_id = 8,
|
||||
|
||||
@@ -4,10 +4,16 @@ local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {}
|
||||
local ConfigurationWindow = {}
|
||||
local AudioTestWindow = {}
|
||||
local MinigameButtonMashWindow = {}
|
||||
local MinigameRhythmWindow = {}
|
||||
local MinigameDDRWindow = {}
|
||||
|
||||
local Util = {}
|
||||
local UI = {}
|
||||
local Print = {}
|
||||
local Input = {}
|
||||
local NPC = {}
|
||||
local Item = {}
|
||||
local Player = {}
|
||||
local Audio = {}
|
||||
|
||||
@@ -4,3 +4,7 @@ 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 -- because it's a debug screen lol
|
||||
|
||||
@@ -1,280 +1,35 @@
|
||||
-- <PALETTE>
|
||||
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||
-- </PALETTE>
|
||||
-- <TILES>
|
||||
-- 000:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 001:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 002:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 003:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 004:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 005:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 006:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 007:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 008:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 009:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 010:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 011:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 012:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 013:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 014:2222222233333333223222233333333332232223333333333555535522222222
|
||||
-- 015:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 016:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 017:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 018:1111111111111111111111111111111111111111111111111111111122222222
|
||||
-- 019:1111111111111111111111111111111111111111111111111111111122222222
|
||||
-- 020:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 021:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 022:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 023:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 024:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 025:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 026:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 027:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 028:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 029:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 030:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 031:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 032:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 033:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 034:2444444422212212255200212152102325520021215210232552002122222222
|
||||
-- 035:4444444221244442321244423221244232421242324421223244421222222222
|
||||
-- 036:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 037:2222222225552555255525552555222225552111255521112555211125552111
|
||||
-- 038:2222222255555555555555552222222211122111111221111112211111122111
|
||||
-- 039:2222222255525552555255522222555211125552111255521112555211125552
|
||||
-- 040:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 041:1111111111111111111111221111128011112801111210801121010111222222
|
||||
-- 042:1111111111111111211111111211111108211111108211110101211122222111
|
||||
-- 043:1222222226666666266666662666666626666666266666662666666626666666
|
||||
-- 044:2222222166666462666646426666646266664642666664626666464266666462
|
||||
-- 045:2222222226466666246666662646622224666666264646462464646422222222
|
||||
-- 046:2222222266666642666664622226664266666462464646426464646222222222
|
||||
-- 047:2222222226466666246666662646622224666666264646462464646422222222
|
||||
-- 048:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 049:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 050:2444444422212214200213242102332420021324210233242002132422222222
|
||||
-- 051:4444444244441222444425524444215244442552444421524444255222222222
|
||||
-- 052:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 053:2555211125552111255521112555211125552111255522222555211125552111
|
||||
-- 054:1112211111122111111221111112211111122111222222221112211111122111
|
||||
-- 055:1112555211125552111255521112555211125552222255521112555211125552
|
||||
-- 056:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 057:1111111211111112111111121111111211111112111111121111111211111112
|
||||
-- 058:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 059:2666666626666666266666662666666626666666266266662662666626626666
|
||||
-- 060:6666464266666462666646426666646266664642666664626666464266666462
|
||||
-- 061:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 062:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 063:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 064:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 065:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 066:2444444422212212255255252152152125525525215215212552552522222222
|
||||
-- 067:4444444221221442525524425215244252552442521524425255244222222222
|
||||
-- 068:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 069:2555211125552111255521112555211125552111255521112555211122222222
|
||||
-- 070:1112211111122111111221111112211111122111111221111112211122222222
|
||||
-- 071:1112555211125552111255521112555211125552111255521112555222222222
|
||||
-- 072:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 073:1111111211111112111111121111111211111112111111121111111211111112
|
||||
-- 074:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 075:2662666626626666266266662666666626666666266666662666666626666666
|
||||
-- 076:6666464266666462666646426666646266664642666664626666464266666462
|
||||
-- 077:2222222224444444244222442421112424211124242111242442224424444444
|
||||
-- 078:2222222244444442442224424211124242111242421112424422244244444442
|
||||
-- 079:2222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 080:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 081:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 082:2444444424444444244444442444444424444444222222222221111122211111
|
||||
-- 083:4444444244444442444444424444444244444442222222221111122211111222
|
||||
-- 084:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 085:1111111111111111111111111222222224444444244444442444444424444444
|
||||
-- 086:1111111111111111111111112222222244444444444444444444444444444444
|
||||
-- 087:1111111111111111111111112222122244442666444426664444266644442666
|
||||
-- 088:1111111111111111111111111122221122444421244444422444444224444442
|
||||
-- 089:1111111211111112111111121111111211111112111111121111111211112222
|
||||
-- 090:1111111111111111111111111111111111111111111111111111111122211111
|
||||
-- 091:2666666626666666266666662666666626666666266666662666666612222222
|
||||
-- 092:6666464266666462666646426666646266664642666664626666464222222221
|
||||
-- 093:2444444424444444244222442421112424211124242111242442224424444444
|
||||
-- 094:4444444244444442442224424211124242111242421112424422244244444442
|
||||
-- 095:2444444424444444244444442444444424444444244444442444444422222222
|
||||
-- 096:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 097:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 098:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 099:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 100:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 101:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 102:4444444444444444444444444444444444444444444444444444444444444444
|
||||
-- 103:4444266644442666444426664444266644442666444426664444266644442666
|
||||
-- 104:2444444224444442242222423244442224444442244444422422224222111122
|
||||
-- 105:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 106:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 107:0222222226666666266266662662666626626666266266662666666632222222
|
||||
-- 108:2222222066666462666646426666646266664642666664626666464222222221
|
||||
-- 109:2222222221111111211111112111111121111111211111112111111122222222
|
||||
-- 110:2222222211111112111111121111111211111112111111121111111222222222
|
||||
-- 111:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 112:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 113:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 114:2222222224444422244442722444277224427772242770722277177227717072
|
||||
-- 115:2222222244444442444444424444444244442222444211224414222241444442
|
||||
-- 116:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 117:2222222221111111222222221111333300000000000000000000000011333111
|
||||
-- 118:2222222211111111222222223311133300000001000000010000000133333111
|
||||
-- 119:2222222211111111222222221111333300000000000000000000000011333111
|
||||
-- 120:2222222211111112222222223311133300000001000000010000000133333111
|
||||
-- 121:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 122:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 123:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 124:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 125:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 126:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 127:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 128:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 129:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 130:2717177227717724271772422777242427724242272424242242424222222222
|
||||
-- 131:2222222224242422424242422422244242224442222444424244444224444442
|
||||
-- 132:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 133:0000000000000200000021203333212100002120000021200000212033312123
|
||||
-- 134:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 135:0000000000000000222222222444444424444444244444442444444424444444
|
||||
-- 136:0000000000000000222222224444444244444442444444424444444244444442
|
||||
-- 137:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 138:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 139:0000222200022442002424423244244224442442244424422444244224442442
|
||||
-- 140:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 141:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 142:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 143:1222222112555521125555211255552112555521125555211255552112555521
|
||||
-- 144:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 145:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 146:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 147:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 148:0000002200000244000024443311244400002444000024440000021433333122
|
||||
-- 149:2220212044422120444421204444212344442120444421204412020022233111
|
||||
-- 150:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 151:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 152:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 153:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 154:0222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 155:2444244224442442244424422444244224442442244424422444244224442442
|
||||
-- 156:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 157:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 158:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 159:1255552112555521125555211255552112555521125555211255552112222221
|
||||
-- 160:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 161:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 162:2222222221111111222222222123333321201000212010002120300022233311
|
||||
-- 163:2222222211111112222222223333121200000212000002120000021233313222
|
||||
-- 164:0000000000000002000000203333113300002200000022000000300033333311
|
||||
-- 165:2000000022000000202000002331111120022000110220002200000022313333
|
||||
-- 166:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 167:2444444424444444244444442222222222222222021200000212000032223333
|
||||
-- 168:4444444244444442444444422222222222222222000021200000212033332221
|
||||
-- 169:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 170:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 171:2444244224442442244424422444244224442442244424422444244214442442
|
||||
-- 172:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 173:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 174:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 175:1222222125555552255555522555555225555552255555522555555212222221
|
||||
-- 176:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 177:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 178:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 179:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 180:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 181:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 182:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 183:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 184:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 185:0022222202444444244444442444444424444444244444442444444424444444
|
||||
-- 186:2444444444444444444444444444444444444444444444444444444444444444
|
||||
-- 187:1444222214421112142111121211111221111112211111122111111221111112
|
||||
-- 188:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 189:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 190:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 191:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 192:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 193:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 194:2222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 195:2222222244444442444444424444444244444442444444424444444244444442
|
||||
-- 196:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 197:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 198:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 199:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 200:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 201:2222222221111111211111112111111121111111211111110222222233222233
|
||||
-- 202:2222222211111111111111111111111111111111111111112222222233333311
|
||||
-- 203:1111111211111112111111121111111211111112111111122222222033222233
|
||||
-- 204:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 205:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 206:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 207:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 208:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 209:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 210:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 211:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 212:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 213:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 214:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 215:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 216:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 217:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 218:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 219:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 220:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 221:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 222:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 223:1222222112555521125555211255552112555521125555211255552112555521
|
||||
-- 224:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 225:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 226:2222222221111111211111112111111121111111211111112111111122222222
|
||||
-- 227:2222222211111112111111121111111211111112111111121111111222222222
|
||||
-- 228:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 229:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 230:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 231:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 232:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 233:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 234:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 235:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 236:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 237:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 238:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 239:1255552112555521125555211255552112555521125555211255552112222221
|
||||
-- 240:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 241:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 242:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 243:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 244:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 245:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 246:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 247:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 248:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 249:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 250:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 251:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 252:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 253:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 254:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 255:1222222125555552255555522555555225555552255555522555555212222221
|
||||
-- </TILES>
|
||||
-- <MAP>
|
||||
-- 000:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 001:111111001111111111111111111111111111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 002:11111100112232115262721192a2b2c21111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 003:1111110011233311536373119411b3c31111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 004:1111110011243411546474119411b4c41111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 005:11111100112535115565758595a5b5c51111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 006:1111110016261626566676861626b6c61626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 007:111111001727372b57677787172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 008:1111110016283826582678881626b8261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 009:1111110017293949592b798917a9b92b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 010:11111100162a3a4a5a267a8a16aaba261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 011:11111100172b172b172b172b9babbb2b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 012:11111100162c3c26162616269cacbc261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 013:11111100172d3d2b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 014:11111100162e3e2616261626162616261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 015:11111100172b172b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 016:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- </MAP>
|
||||
-- <SFX>
|
||||
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
|
||||
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000
|
||||
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000
|
||||
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000
|
||||
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
|
||||
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
|
||||
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000
|
||||
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800
|
||||
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
|
||||
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
|
||||
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100100000080800
|
||||
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000400000000000
|
||||
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
|
||||
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
|
||||
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
|
||||
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000
|
||||
-- </SFX>
|
||||
-- <WAVES>
|
||||
-- 000:bcceefceedddddc84333121268abaa99
|
||||
-- 001:6789bdd96adc83248dd6334adda7578b
|
||||
-- 002:0123456789abcdef0123456789abcdef
|
||||
-- 003:224578acdeeeeddcba95434567653100
|
||||
-- 004:00000000ffffffff00000000ffffffff
|
||||
-- 005:0123456789abcdeffedcba9876543210
|
||||
-- 006:0123456789abcdef0123456789abcdef
|
||||
-- 007:76543210123456789abcdefedcba9878
|
||||
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
|
||||
-- 009:fff000fff000fff000fff000fff000ff
|
||||
-- </WAVES>
|
||||
|
||||
16
inc/system/system.audio.lua
Normal file
16
inc/system/system.audio.lua
Normal file
@@ -0,0 +1,16 @@
|
||||
-- Audio subsystem
|
||||
|
||||
function Audio.music_stop() music() end
|
||||
function Audio.music_play_mainmenu() end
|
||||
function Audio.music_play_wakingup() end
|
||||
function Audio.music_play_room_morning() end
|
||||
function Audio.music_play_room_street_1() end
|
||||
function Audio.music_play_room_street_2() end
|
||||
function Audio.music_play_room_() end
|
||||
function Audio.music_play_room_work() end
|
||||
|
||||
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
||||
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
||||
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
||||
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
||||
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
||||
@@ -16,8 +16,8 @@ local INPUT_KEY_ENTER = 50
|
||||
|
||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
||||
function Input.left() return btn(INPUT_KEY_LEFT) end
|
||||
function Input.right() return btn(INPUT_KEY_RIGHT) end
|
||||
function Input.left() return btnp(INPUT_KEY_LEFT) end
|
||||
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
||||
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
||||
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
|
||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
|
||||
|
||||
@@ -24,6 +24,22 @@ local STATE_HANDLERS = {
|
||||
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
|
||||
|
||||
@@ -5,4 +5,11 @@ function Print.text(text, x, y, color, fixed, scale)
|
||||
scale = scale or 1
|
||||
print(text, x + 1, y + 1, shadow_color, fixed, scale)
|
||||
print(text, x, y, color, fixed, scale)
|
||||
end
|
||||
end
|
||||
|
||||
function Print.text_center(text, x, y, color, fixed, scale)
|
||||
scale = scale or 1
|
||||
local text_width = print(text, 0, -6, 0, fixed, scale)
|
||||
local centered_x = x - (text_width / 2)
|
||||
Print.text(text, centered_x, y, color, fixed, scale)
|
||||
end
|
||||
|
||||
@@ -19,11 +19,13 @@ end
|
||||
|
||||
function UI.update_menu(items, selected_item)
|
||||
if Input.up() then
|
||||
Audio.sfx_beep()
|
||||
selected_item = selected_item - 1
|
||||
if selected_item < 1 then
|
||||
selected_item = #items
|
||||
end
|
||||
elseif Input.down() then
|
||||
Audio.sfx_beep()
|
||||
selected_item = selected_item + 1
|
||||
if selected_item > #items then
|
||||
selected_item = 1
|
||||
|
||||
5
inc/system/system.util.lua
Normal file
5
inc/system/system.util.lua
Normal file
@@ -0,0 +1,5 @@
|
||||
Util = {}
|
||||
|
||||
function Util.safeindex(array, index)
|
||||
return ((index - 1 + #array) % #array) + 1
|
||||
end
|
||||
85
inc/window/window.audiotest.lua
Normal file
85
inc/window/window.audiotest.lua
Normal file
@@ -0,0 +1,85 @@
|
||||
AudioTestWindow = {
|
||||
index_menu = 1,
|
||||
index_func = 1,
|
||||
list_func = {},
|
||||
menuitems = {},
|
||||
last_pressed = false
|
||||
}
|
||||
|
||||
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
return {
|
||||
{
|
||||
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
||||
action = function()
|
||||
local current_func = Audio[list_func[index_func]]
|
||||
if current_func then
|
||||
current_func()
|
||||
else
|
||||
trace("Invalid Audio function: " .. list_func[index_menu])
|
||||
end
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Stop playing music",
|
||||
action = function()
|
||||
Audio.music_stop()
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Back",
|
||||
action = function()
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
},
|
||||
}
|
||||
end
|
||||
|
||||
function AudioTestWindow.generate_listfunc()
|
||||
local result = {}
|
||||
|
||||
for k, v in pairs(Audio) do
|
||||
if type(v) == "function" then
|
||||
result[#result + 1] = k
|
||||
end
|
||||
end
|
||||
|
||||
table.sort(result)
|
||||
|
||||
return result
|
||||
end
|
||||
|
||||
function AudioTestWindow.back()
|
||||
Audio.sfx_deselect()
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
|
||||
function AudioTestWindow.init()
|
||||
AudioTestWindow.last_pressed = false
|
||||
AudioTestWindow.index_menu = 1
|
||||
AudioTestWindow.index_func = 1
|
||||
AudioTestWindow.list_func = AudioTestWindow.generate_listfunc()
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
end
|
||||
|
||||
function AudioTestWindow.draw()
|
||||
UI.draw_top_bar("Audio test")
|
||||
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
||||
end
|
||||
|
||||
function AudioTestWindow.update()
|
||||
if Input.up() then
|
||||
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
|
||||
elseif Input.down() then
|
||||
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
|
||||
elseif Input.left() then
|
||||
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func - 1)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
elseif Input.right() then
|
||||
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func + 1)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
elseif Input.menu_confirm() then
|
||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].action()
|
||||
elseif Input.menu_back() then
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
end
|
||||
@@ -2,15 +2,6 @@ function GameWindow.draw()
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
UI.draw_top_bar(currentScreenData.name)
|
||||
|
||||
-- Draw Norman's bedroom
|
||||
local from_x = 0 -- top-left coordinate of the large MAP (screen 1)
|
||||
local from_y = 0 -- top-left coordinate of the large MAP (screen 1)
|
||||
local width = 30 -- width of the standard screen (number of tiles)
|
||||
local height = 17 -- height of the standard screen (number of tiles)
|
||||
local to_x = 0 -- target x (of the displayed screen)([0-29])
|
||||
local to_y = 0 -- target y (of the displayed screen)([0-16])
|
||||
map(from_x, from_y, width, height, to_x, to_y)
|
||||
end
|
||||
|
||||
function GameWindow.update()
|
||||
@@ -28,11 +19,18 @@ function GameWindow.update()
|
||||
end
|
||||
|
||||
if Input.player_interact() then
|
||||
-- Get the current screen's NPCs
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
if currentScreenData and currentScreenData.npcs and #currentScreenData.npcs > 0 then
|
||||
-- For now, interact with the first NPC on the screen
|
||||
-- TODO: Add proximity detection to find nearest NPC
|
||||
local npc = currentScreenData.npcs[1]
|
||||
PopupWindow.show_menu_dialog(npc, {
|
||||
{label = "Talk to", action = NPC.talk_to},
|
||||
{label = "Fight", action = NPC.fight},
|
||||
{label = "Go back", action = NPC.go_back}
|
||||
}, WINDOW_POPUP)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@ function MenuWindow.update()
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||
if selected_item and selected_item.action then
|
||||
Audio.sfx_select()
|
||||
selected_item.action()
|
||||
end
|
||||
end
|
||||
@@ -41,6 +42,11 @@ function MenuWindow.configuration()
|
||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
||||
end
|
||||
|
||||
function MenuWindow.audio_test()
|
||||
AudioTestWindow.init()
|
||||
GameWindow.set_state(WINDOW_AUDIOTEST)
|
||||
end
|
||||
|
||||
function MenuWindow.refresh_menu_items()
|
||||
Context.menu_items = {} -- Start with an empty table
|
||||
|
||||
@@ -52,9 +58,8 @@ function MenuWindow.refresh_menu_items()
|
||||
table.insert(Context.menu_items, {label = "New Game", action = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", action = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", action = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Audio Test", action = MenuWindow.audio_test})
|
||||
table.insert(Context.menu_items, {label = "Exit", action = MenuWindow.exit})
|
||||
|
||||
|
||||
Context.selected_menu_item = 1 -- Reset selection after refreshing
|
||||
end
|
||||
|
||||
|
||||
|
||||
350
inc/window/window.minigame.ddr.lua
Normal file
350
inc/window/window.minigame.ddr.lua
Normal file
@@ -0,0 +1,350 @@
|
||||
function MinigameDDRWindow.init()
|
||||
-- Calculate evenly spaced arrow positions
|
||||
local arrow_size = 12
|
||||
local arrow_spacing = 30
|
||||
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
|
||||
local start_x = (Config.screen.width - total_width) / 2
|
||||
|
||||
Context.minigame_ddr = {
|
||||
-- Progress bar (matching button mash style)
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
fill_per_hit = 10, -- Points gained per perfect hit
|
||||
miss_penalty = 5, -- Points lost per miss
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
|
||||
-- Arrow settings
|
||||
arrow_size = arrow_size,
|
||||
arrow_spawn_timer = 0,
|
||||
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
|
||||
arrow_fall_speed = 1.5, -- Pixels per frame
|
||||
arrows = {}, -- Active falling arrows {dir, x, y}
|
||||
|
||||
-- Target arrows at bottom (evenly spaced, centered on screen)
|
||||
target_y = 115, -- Y position of target arrows
|
||||
target_arrows = {
|
||||
{dir = "left", x = start_x},
|
||||
{dir = "down", x = start_x + arrow_size + arrow_spacing},
|
||||
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
|
||||
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
|
||||
},
|
||||
|
||||
-- Hit detection
|
||||
hit_threshold = 8, -- Pixels of tolerance for perfect hit
|
||||
button_pressed_timers = {}, -- Visual feedback per arrow
|
||||
button_press_duration = 8,
|
||||
|
||||
-- Input cooldown per direction
|
||||
input_cooldowns = {
|
||||
left = 0,
|
||||
down = 0,
|
||||
up = 0,
|
||||
right = 0
|
||||
},
|
||||
input_cooldown_duration = 10,
|
||||
|
||||
-- Song/Pattern system
|
||||
frame_counter = 0, -- Tracks frames since start
|
||||
current_song = nil, -- Current song data
|
||||
pattern_index = 1, -- Current position in pattern
|
||||
use_pattern = false, -- If true, use song pattern; if false, use random spawning
|
||||
|
||||
return_window = WINDOW_GAME
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.start(return_window, song_key)
|
||||
MinigameDDRWindow.init()
|
||||
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
|
||||
|
||||
-- Debug: Store song_key for display
|
||||
Context.minigame_ddr.debug_song_key = song_key
|
||||
|
||||
-- Load song pattern if specified
|
||||
if song_key and Songs and Songs[song_key] then
|
||||
Context.minigame_ddr.current_song = Songs[song_key]
|
||||
Context.minigame_ddr.use_pattern = true
|
||||
Context.minigame_ddr.pattern_index = 1
|
||||
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
||||
else
|
||||
-- Default to random spawning
|
||||
Context.minigame_ddr.use_pattern = false
|
||||
if song_key then
|
||||
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
||||
else
|
||||
Context.minigame_ddr.debug_status = "Random mode"
|
||||
end
|
||||
end
|
||||
|
||||
Context.active_window = WINDOW_MINIGAME_DDR
|
||||
end
|
||||
|
||||
-- Spawn a new arrow (random direction)
|
||||
local function spawn_arrow()
|
||||
local mg = Context.minigame_ddr
|
||||
local target = mg.target_arrows[math.random(1, 4)]
|
||||
table.insert(mg.arrows, {
|
||||
dir = target.dir,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
|
||||
})
|
||||
end
|
||||
|
||||
-- Spawn an arrow with specific direction
|
||||
local function spawn_arrow_dir(direction)
|
||||
local mg = Context.minigame_ddr
|
||||
-- Find the target arrow for this direction
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
if target.dir == direction then
|
||||
table.insert(mg.arrows, {
|
||||
dir = direction,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10
|
||||
})
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if arrow is close enough for a hit
|
||||
local function check_hit(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
local distance = math.abs(arrow.y - mg.target_y)
|
||||
return distance <= mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Check if arrow has passed the target
|
||||
local function check_miss(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
return arrow.y > mg.target_y + mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Draw a single arrow sprite
|
||||
local function draw_arrow(x, y, direction, color)
|
||||
local size = 12
|
||||
local half = size / 2
|
||||
|
||||
-- Draw arrow shape based on direction
|
||||
if direction == "left" then
|
||||
-- Triangle pointing left
|
||||
tri(x + half, y, x, y + half, x + half, y + size, color)
|
||||
rect(x + half, y + half - 2, half, 4, color)
|
||||
elseif direction == "right" then
|
||||
-- Triangle pointing right
|
||||
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
||||
rect(x, y + half - 2, half, 4, color)
|
||||
elseif direction == "up" then
|
||||
-- Triangle pointing up
|
||||
tri(x, y + half, x + half, y, x + size, y + half, color)
|
||||
rect(x + half - 2, y + half, 4, half, color)
|
||||
elseif direction == "down" then
|
||||
-- Triangle pointing down
|
||||
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
||||
rect(x + half - 2, y, 4, half, color)
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Check for completion (bar filled to 100%)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
|
||||
-- Increment frame counter
|
||||
mg.frame_counter = mg.frame_counter + 1
|
||||
|
||||
-- Check if song has ended (pattern mode only)
|
||||
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
|
||||
-- Song has ended if we've passed the end frame AND all arrows are cleared
|
||||
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
||||
-- Song complete! Return to previous window
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Spawn arrows based on mode (pattern or random)
|
||||
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
|
||||
-- Pattern-based spawning (synced to song)
|
||||
local pattern = mg.current_song.pattern
|
||||
|
||||
-- Check if current frame matches any pattern entry
|
||||
while mg.pattern_index <= #pattern do
|
||||
local spawn_entry = pattern[mg.pattern_index]
|
||||
|
||||
if mg.frame_counter >= spawn_entry.frame then
|
||||
-- Time to spawn this arrow!
|
||||
spawn_arrow_dir(spawn_entry.dir)
|
||||
mg.pattern_index = mg.pattern_index + 1
|
||||
else
|
||||
-- Not time yet, break the loop
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Random spawning mode (original behavior)
|
||||
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
||||
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
||||
spawn_arrow()
|
||||
mg.arrow_spawn_timer = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Update falling arrows
|
||||
local arrows_to_remove = {}
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
arrow.y = arrow.y + mg.arrow_fall_speed
|
||||
|
||||
-- Check if arrow went off-screen (miss)
|
||||
if check_miss(arrow) then
|
||||
table.insert(arrows_to_remove, i)
|
||||
-- Penalty for missing
|
||||
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Remove off-screen arrows (iterate backwards to avoid index issues)
|
||||
for i = #arrows_to_remove, 1, -1 do
|
||||
table.remove(mg.arrows, arrows_to_remove[i])
|
||||
end
|
||||
|
||||
-- Update input cooldowns
|
||||
for dir, _ in pairs(mg.input_cooldowns) do
|
||||
if mg.input_cooldowns[dir] > 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
|
||||
end
|
||||
end
|
||||
|
||||
-- Update button press timers
|
||||
for dir, _ in pairs(mg.button_pressed_timers) do
|
||||
if mg.button_pressed_timers[dir] > 0 then
|
||||
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
|
||||
end
|
||||
end
|
||||
|
||||
-- Check for arrow key inputs
|
||||
local input_map = {
|
||||
left = Input.left(),
|
||||
down = Input.down(),
|
||||
up = Input.up(),
|
||||
right = Input.right()
|
||||
}
|
||||
|
||||
for dir, pressed in pairs(input_map) do
|
||||
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
||||
mg.button_pressed_timers[dir] = mg.button_press_duration
|
||||
|
||||
-- Check if any arrow matches this direction and is in hit range
|
||||
local hit = false
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
if arrow.dir == dir and check_hit(arrow) then
|
||||
-- Perfect hit!
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
end
|
||||
table.remove(mg.arrows, i)
|
||||
hit = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- If pressed but no arrow to hit, apply small penalty
|
||||
if not hit then
|
||||
mg.bar_fill = mg.bar_fill - 2
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.draw()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Safety check
|
||||
if not mg then
|
||||
cls(0)
|
||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||
print("Press Z to return", 10, 20, 12)
|
||||
if Input.select() then
|
||||
Context.active_window = WINDOW_GAME
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
-- Draw progress bar background
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
|
||||
-- Draw progress bar fill
|
||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.npc
|
||||
end
|
||||
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
end
|
||||
|
||||
-- Draw progress percentage
|
||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||
|
||||
-- Draw target arrows at bottom (light grey when not pressed)
|
||||
if mg.target_arrows then
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
|
||||
local color = is_pressed and Config.colors.green or Config.colors.light_grey
|
||||
draw_arrow(target.x, mg.target_y, target.dir, color)
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw falling arrows (blue)
|
||||
if mg.arrows then
|
||||
for _, arrow in ipairs(mg.arrows) do
|
||||
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.npc) -- blue color
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
|
||||
-- Debug info (large and visible)
|
||||
local debug_y = 60
|
||||
if mg.debug_status then
|
||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||
debug_y = debug_y + 10
|
||||
end
|
||||
if mg.use_pattern then
|
||||
Print.text_center("PATTERN MODE - Frame:" .. mg.frame_counter, Config.screen.width / 2, debug_y, Config.colors.green)
|
||||
if mg.current_song and mg.current_song.pattern then
|
||||
Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
|
||||
end
|
||||
else
|
||||
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.npc)
|
||||
end
|
||||
end
|
||||
113
inc/window/window.minigame.mash.lua
Normal file
113
inc/window/window.minigame.mash.lua
Normal file
@@ -0,0 +1,113 @@
|
||||
function MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash = {
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
fill_per_press = 8,
|
||||
base_degradation = 0.15, -- Base degradation per frame
|
||||
degradation_multiplier = 0.006, -- Increases with bar fill
|
||||
button_pressed_timer = 0, -- Visual feedback timer
|
||||
button_press_duration = 8, -- Frames to show button press
|
||||
return_window = WINDOW_GAME, -- Window to return to after completion
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
button_x = 20,
|
||||
button_y = 110,
|
||||
button_size = 12
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.start(return_window)
|
||||
MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.update()
|
||||
local mg = Context.minigame_button_mash
|
||||
|
||||
-- Check for Z button press
|
||||
if Input.select() then
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
|
||||
-- Clamp to max
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if bar is full (completed)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
|
||||
-- Automatic degradation (increases with bar fill level)
|
||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||
mg.bar_fill = mg.bar_fill - degradation
|
||||
|
||||
-- Clamp to minimum
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.draw()
|
||||
local mg = Context.minigame_button_mash
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
-- Draw darker rectangles to create overlay effect
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
-- Draw progress bar background
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
|
||||
-- Draw progress bar fill
|
||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.npc -- medium color
|
||||
end
|
||||
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
end
|
||||
|
||||
-- Draw button indicator
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
end
|
||||
|
||||
-- Draw button as circle (approximated with rect for TIC-80)
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
|
||||
-- Draw Z text in the button
|
||||
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
|
||||
-- Draw progress percentage
|
||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||
end
|
||||
154
inc/window/window.minigame.rhythm.lua
Normal file
154
inc/window/window.minigame.rhythm.lua
Normal file
@@ -0,0 +1,154 @@
|
||||
function MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm = {
|
||||
line_position = 0, -- Normalized position (0 to 1)
|
||||
line_speed = 0.015, -- Movement speed per frame
|
||||
line_direction = 1, -- 1 for left-to-right, -1 for right-to-left
|
||||
target_center = 0.5, -- Center of target area (middle of bar)
|
||||
target_width = 0.3, -- Width of target area (normalized)
|
||||
initial_target_width = 0.3,
|
||||
min_target_width = 0.08, -- Minimum width to keep game possible
|
||||
target_shrink_rate = 0.9, -- Multiplier per successful hit (0.9 = 10% shrink)
|
||||
score = 0,
|
||||
max_score = 10,
|
||||
button_pressed_timer = 0,
|
||||
button_press_duration = 10,
|
||||
return_window = WINDOW_GAME,
|
||||
|
||||
-- Visual layout (match button mash minigame dimensions)
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
|
||||
-- Button indicator
|
||||
button_x = 210,
|
||||
button_y = 110,
|
||||
button_size = 10,
|
||||
|
||||
-- Cooldown to prevent multiple presses in one frame
|
||||
press_cooldown = 0,
|
||||
press_cooldown_duration = 15
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.start(return_window)
|
||||
MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.update()
|
||||
local mg = Context.minigame_rhythm
|
||||
|
||||
-- Move the line across the bar (bidirectional)
|
||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||
|
||||
-- Reverse direction when reaching either end
|
||||
if mg.line_position > 1 then
|
||||
mg.line_position = 1
|
||||
mg.line_direction = -1
|
||||
elseif mg.line_position < 0 then
|
||||
mg.line_position = 0
|
||||
mg.line_direction = 1
|
||||
end
|
||||
|
||||
-- Decrease cooldown timer
|
||||
if mg.press_cooldown > 0 then
|
||||
mg.press_cooldown = mg.press_cooldown - 1
|
||||
end
|
||||
|
||||
-- Check for Z button press (only if cooldown expired)
|
||||
if Input.select() and mg.press_cooldown == 0 then
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
mg.press_cooldown = mg.press_cooldown_duration
|
||||
|
||||
-- Calculate if line is within target area
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_right = mg.target_center + (mg.target_width / 2)
|
||||
|
||||
if mg.line_position >= target_left and mg.line_position <= target_right then
|
||||
-- HIT! Award point
|
||||
mg.score = mg.score + 1
|
||||
else
|
||||
-- MISS! Deduct point (but not below 0)
|
||||
mg.score = mg.score - 1
|
||||
if mg.score < 0 then
|
||||
mg.score = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Calculate target width dynamically based on score
|
||||
-- Each point shrinks by 10%, so reverse the formula
|
||||
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
|
||||
if mg.target_width < mg.min_target_width then
|
||||
mg.target_width = mg.min_target_width
|
||||
end
|
||||
end
|
||||
|
||||
-- Check win condition
|
||||
if mg.score >= mg.max_score then
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.draw()
|
||||
local mg = Context.minigame_rhythm
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
-- Calculate actual pixel positions
|
||||
local bar_center_x = mg.bar_x + mg.bar_width / 2
|
||||
|
||||
-- Draw bar container background
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
|
||||
-- Draw bar background (empty area)
|
||||
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
|
||||
|
||||
-- Draw target area (highlighted section in middle)
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_right = mg.target_center + (mg.target_width / 2)
|
||||
local target_x = mg.bar_x + (target_left * mg.bar_width)
|
||||
local target_width_pixels = mg.target_width * mg.bar_width
|
||||
|
||||
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
|
||||
|
||||
-- Draw the moving line
|
||||
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
|
||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line
|
||||
|
||||
-- Draw score text
|
||||
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
|
||||
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("Press Z when line is in green!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 20, Config.colors.light_grey)
|
||||
|
||||
-- Draw button indicator in bottom-right corner
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
end
|
||||
|
||||
-- Draw button circle
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
|
||||
-- Draw Z text in the button
|
||||
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||
end
|
||||
@@ -1,4 +1,30 @@
|
||||
function PopupWindow.set_dialog_node(node_key)
|
||||
-- Special handling for minigame trigger
|
||||
if node_key == "__MINIGAME_BUTTON_MASH__" then
|
||||
MinigameButtonMashWindow.start(WINDOW_GAME)
|
||||
return
|
||||
end
|
||||
|
||||
-- Special handling for rhythm minigame trigger
|
||||
if node_key == "__MINIGAME_RHYTHM__" then
|
||||
MinigameRhythmWindow.start(WINDOW_GAME)
|
||||
return
|
||||
end
|
||||
|
||||
-- Special handling for DDR minigame trigger
|
||||
-- Format: __MINIGAME_DDR__ or __MINIGAME_DDR:song_key__
|
||||
local song_key = node_key:match("^__MINIGAME_DDR:(.+)__$")
|
||||
if song_key then
|
||||
-- Extract song key from the node (format: __MINIGAME_DDR/test_song__)
|
||||
trace('Playing song: ' .. song_key)
|
||||
MinigameDDRWindow.start(WINDOW_GAME, song_key)
|
||||
return
|
||||
end
|
||||
if node_key == "__MINIGAME_DDR__" then
|
||||
MinigameDDRWindow.start(WINDOW_GAME, nil)
|
||||
return
|
||||
end
|
||||
|
||||
local npc = Context.dialog.active_entity
|
||||
local node = npc.dialog[node_key]
|
||||
|
||||
@@ -24,10 +50,10 @@ function PopupWindow.set_dialog_node(node_key)
|
||||
|
||||
-- if no options, it's the end of this branch.
|
||||
if #menu_items == 0 then
|
||||
table.insert(menu_items, {
|
||||
label = "Go back",
|
||||
action = function() GameWindow.set_state(WINDOW_GAME) end
|
||||
})
|
||||
table.insert(menu_items, {
|
||||
label = "Go back",
|
||||
action = function() GameWindow.set_state(WINDOW_GAME) end
|
||||
})
|
||||
end
|
||||
|
||||
Context.dialog.menu_items = menu_items
|
||||
@@ -52,7 +78,7 @@ function PopupWindow.update()
|
||||
selected_item.action()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
@@ -87,12 +113,12 @@ function PopupWindow.draw()
|
||||
|
||||
-- Display the dialog content (description for "look at", or initial name/dialog for others)
|
||||
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
|
||||
local current_y = 55 -- Starting Y position for the first line of content
|
||||
local current_y = 55 -- Starting Y position for the first line of content
|
||||
for _, line in ipairs(wrapped_lines) do
|
||||
Print.text(line, 50, current_y, Config.colors.light_grey)
|
||||
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
|
||||
end
|
||||
|
||||
|
||||
-- Adjust menu position based on the number of wrapped lines
|
||||
if not Context.dialog.showing_description then
|
||||
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
|
||||
|
||||
Reference in New Issue
Block a user