Compare commits

..

9 Commits

Author SHA1 Message Date
Zsolt Tasnadi
226d75d905 return table details in docs
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-26 11:25:20 +01:00
Zsolt Tasnadi
8f34cbf875 docs for table properties
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-26 10:21:48 +01:00
64de41a940 Merge pull request 'section and within annotations for ldoc' (#16) from feature/ldoc-sections into master
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
Reviewed-on: http://git.teletype.hu/games/impostor/pulls/16
2026-02-25 22:25:12 +00:00
777c27aa54 section and within annotations for ldoc
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/pr/woodpecker Pipeline was successful
ci/woodpecker/pull_request_closed/woodpecker Pipeline was successful
2026-02-25 23:24:53 +01:00
297ee8b622 Merge pull request 'refact by claude' (#14) from claude-refact into master
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
Reviewed-on: http://git.teletype.hu/games/impostor/pulls/14
2026-02-23 09:44:07 +00:00
Zsolt Tasnadi
7deeffa8d6 refact by claude
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/pr/woodpecker Pipeline was successful
ci/woodpecker/pull_request_closed/woodpecker Pipeline was successful
2026-02-23 10:40:14 +01:00
272a54ea87 fix colors
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-22 21:32:24 +01:00
14b14ffc0c window.register.lua
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-22 21:26:59 +01:00
7e87a78a15 Merge pull request 'feature/context-refactoring' (#13) from feature/context-refactoring into master
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
Reviewed-on: http://git.teletype.hu/games/impostor/pulls/13
2026-02-22 19:19:02 +00:00
31 changed files with 668 additions and 237 deletions

View File

@@ -58,8 +58,8 @@ export: build
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch:
make build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
$(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
import_assets: $(OUTPUT)
@TIC_CMD="load $(OUTPUT) &"; \
@@ -221,10 +221,3 @@ docs: build
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>

View File

@@ -3,7 +3,6 @@ init/init.module.lua
init/init.config.lua
init/init.minigame.lua
init/init.meter.lua
init/init.window.lua
init/init.context.lua
system/system.util.lua
system/system.print.lua
@@ -34,6 +33,7 @@ screen/screen.walking_to_office.lua
screen/screen.office.lua
screen/screen.walking_to_home.lua
window/window.manager.lua
window/window.register.lua
window/window.splash.lua
window/window.intro.lua
window/window.menu.lua

View File

@@ -1,27 +1,43 @@
--- @section Audio
--- Stops current music.
--- @within Audio
function Audio.music_stop() music() end
--- Plays main menu music.
--- @within Audio
function Audio.music_play_mainmenu() end
--- Plays waking up music.
--- @within Audio
function Audio.music_play_wakingup() end
--- Plays room morning music.
--- @within Audio
function Audio.music_play_room_morning() end
--- Plays room street 1 music.
--- @within Audio
function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
--- @within Audio
function Audio.music_play_room_street_2() end
--- Plays room music.
-- TODO: function name is incomplete, determine the correct room identifier
--- @within Audio
function Audio.music_play_room_() end
--- Plays room work music.
--- @within Audio
function Audio.music_play_room_work() end
--- Plays select sound effect.
--- @within Audio
function Audio.sfx_select() sfx(17, 'C-7', 30) end
--- Plays deselect sound effect.
--- @within Audio
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
--- Plays beep sound effect.
--- @within Audio
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
--- Plays success sound effect.
--- @within Audio
function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
--- @within Audio
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end

View File

@@ -1,6 +1,7 @@
--- @section Songs
-- DDR Arrow Spawn Patterns
-- Each song defines when arrows should spawn, synced to music beats
Songs = {
-- Example song pattern
test_song = {
@@ -108,10 +109,11 @@ Songs = {
}
--- Converts beats to frames.
-- @param beat number The beat number.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
-- @return number The corresponding frame number.
--- @within Songs
--- @param beat number The beat number.
--- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60).
--- @return number The corresponding frame number.
function frame_from_beat(beat, bpm, fps)
fps = fps or 60
local seconds_per_beat = 60 / bpm
@@ -120,10 +122,15 @@ function frame_from_beat(beat, bpm, fps)
end
--- Converts beat notation to frame pattern.
-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
-- @return table The generated pattern.
--- @within Songs
--- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
--- @param beats.1 number The beat number.
--- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
--- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60).
--- @return result table The generated pattern, an array of arrow spawn entries.
--- @return result.frame number The frame number when the arrow should spawn.
--- @return result.dir string Arrow direction ("left", "down", "up", or "right").
function beats_to_pattern(beats, bpm, fps)
fps = fps or 60
local pattern = {}

View File

@@ -1,7 +1,13 @@
--- @section Decision
local _decisions = {}
--- Registers a decision definition.
-- @param decision table The decision data table.
--- @within Decision
--- @param decision table The decision data table.
--- @param decision.id string Unique decision identifier.
--- @param decision.label string Display text for the decision.
--- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true.
--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
@@ -25,21 +31,37 @@ function Decision.register(decision)
end
--- Gets a decision by ID.
-- @param id string The ID of the decision.
-- @return table The decision table or nil.
function Decision.get(id)
--- @within Decision
--- @param id string The ID of the decision.
--- @return result table The decision table or nil.
--- @return result.id string Unique decision identifier.
--- @return result.label string Display text for the decision.
--- @return result.condition function Returns true if decision is available.
--- @return result.handle function Called when the decision is selected.
function Decision.get_by_id(id)
return _decisions[id]
end
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all_registered()
--- @within Decision
--- @return result table A table of all registered decisions, indexed by their IDs.
--- @return result.id string Unique decision identifier.
--- @return result.label string Display text for the decision.
--- @return result.condition function Returns true if decision is available.
--- @return result.handle function Called when the decision is selected.
function Decision.get_all()
return _decisions
end
--- Gets decision objects based on a screen's data.
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
-- @return table A table containing decision objects relevant to the screen.
--- @within Decision
--- @param screen_data table The data for the screen.
--- @param screen_data.decisions table Array of decision ID strings.
--- @return result table An array of decision objects relevant to the screen.
--- @return result.id string Unique decision identifier.
--- @return result.label string Display text for the decision.
--- @return result.condition function Returns true if decision is available.
--- @return result.handle function Called when the decision is selected.
function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then
return {}
@@ -47,7 +69,7 @@ function Decision.get_for_screen(screen_data)
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get(decision_id)
local decision = Decision.get_by_id(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
@@ -56,8 +78,13 @@ function Decision.get_for_screen(screen_data)
end
--- Filters a list of decision objects based on their condition function.
-- @param decisions_list table A table of decision objects.
-- @return table A new table containing only the decisions for which condition() is true.
--- @within Decision
--- @param decisions_list table A table of decision objects.
--- @return result table An array of decisions for which condition() is true.
--- @return result.id string Unique decision identifier.
--- @return result.label string Display text for the decision.
--- @return result.condition function Returns true if decision is available.
--- @return result.handle function Called when the decision is selected.
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do

View File

@@ -1,5 +1,7 @@
Config = {}
--- Return initial data for Config
--- @within Config
function Config.initial_data()
return {
screen = {
@@ -7,11 +9,11 @@ function Config.initial_data()
height = 136
},
colors = {
black = 0,
black = 2,
light_grey = 13,
dark_grey = 14,
red = 2,
green = 6,
red = 0,
green = 7,
blue = 9,
white = 12,
item = 12,
@@ -24,6 +26,7 @@ function Config.initial_data()
end
--- Restores default configuration settings.
--- @within Config
function Config.reset()
local initial = Config.initial_data()
Config.screen = initial.screen
@@ -37,12 +40,14 @@ local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
--- @within Config
function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
--- Loads saved configuration.
--- @within Config
function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)

View File

@@ -3,10 +3,21 @@ local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA
--- Global game context.
--- @section Context
Context = {}
--- Gets initial data for Context.
-- @return table Initial context data.
--- @within Context
--- @return result table Initial context data.
--- @return result.current_menu_item number Index of the currently selected menu item.
--- @return result.splash_timer number Remaining frames for the splash screen timer.
--- @return result.popup table Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.
--- @return result.game_in_progress boolean Whether a game is currently active.
--- @return result.minigame_ddr table DDR minigame state (see Minigame.get_default_ddr).
--- @return result.minigame_button_mash table Button mash minigame state (see Minigame.get_default_button_mash).
--- @return result.minigame_rhythm table Rhythm minigame state (see Minigame.get_default_rhythm).
--- @return result.meters table Meter values (see Meter.get_initial).
--- @return result.game table Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.
function Context.initial_data()
return {
current_menu_item = 1,
@@ -28,10 +39,12 @@ function Context.initial_data()
end
--- Resets game context to initial state.
--- @within Context
function Context.reset()
local initial_data = Context.initial_data()
for k in pairs(Context) do
if type(Context[k]) ~= "function" then Context[k] = nil
if type(Context[k]) ~= "function" then
Context[k] = nil
end
end
@@ -41,6 +54,7 @@ function Context.reset()
end
--- Starts a new game.
--- @within Context
function Context.new_game()
Context.reset()
Context.game_in_progress = true
@@ -49,12 +63,14 @@ function Context.new_game()
end
--- Saves the current game state.
--- @within Context
function Context.save_game()
if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
end
--- Loads a saved game state.
--- @within Context
function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
Context.new_game()

View File

@@ -1,3 +1,4 @@
--- @section Meter
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
@@ -13,7 +14,14 @@ Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Gets initial meter values.
-- @return table A table of initial meter values.
--- @within Meter
--- @return result table A table of initial meter values.
--- @return result.ism number Initial ISM meter value.
--- @return result.wpm number Initial WPM meter value.
--- @return result.bm number Initial BM meter value.
--- @return result.combo number Current combo count.
--- @return result.combo_timer number Frames since last combo action.
--- @return result.hidden boolean Whether meters are hidden.
function Meter.get_initial()
return {
ism = METER_DEFAULT,
@@ -26,23 +34,27 @@ function Meter.get_initial()
end
--- Hides meters.
--- @within Meter
function Meter.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
--- @within Meter
function Meter.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
-- @return number The maximum meter value.
--- @within Meter
--- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Gets combo multiplier.
-- @return number The current combo multiplier.
--- @within Meter
--- @return number The current combo multiplier.
function Meter.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
@@ -51,6 +63,7 @@ function Meter.get_combo_multiplier()
end
--- Updates all meters.
--- @within Meter
function Meter.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
@@ -67,8 +80,9 @@ function Meter.update()
end
--- Adds amount to a meter.
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
-- @param amount number The amount to add.
--- @within Meter
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
--- @param amount number The amount to add.
function Meter.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
@@ -78,6 +92,7 @@ function Meter.add(key, amount)
end
--- Called on minigame completion.
--- @within Meter
function Meter.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())

View File

@@ -1,10 +1,11 @@
-- Manages minigame configurations and initial states.
Minigame = {}
--- @section Minigame
--- Applies parameters to defaults.
-- @param defaults table The default configuration table.
-- @param params table The parameters to apply.
-- @return table The updated configuration table.
--- Applies parameters to defaults
--- @within Minigame
--- @param defaults table The default configuration table.
--- @param params table The parameters to apply.
--- @return table The updated configuration table.
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
@@ -14,7 +15,33 @@ local function apply_params(defaults, params)
end
--- Gets default DDR minigame configuration.
-- @return table The default DDR minigame configuration.
--- @within Minigame
--- @return result table The default DDR minigame configuration.
--- @return result.bar_fill number Current fill level of the progress bar.
--- @return result.max_fill number Maximum fill value to win.
--- @return result.fill_per_hit number Fill gained per successful hit.
--- @return result.miss_penalty number Fill lost per miss.
--- @return result.bar_x number Progress bar X position.
--- @return result.bar_y number Progress bar Y position.
--- @return result.bar_width number Progress bar width.
--- @return result.bar_height number Progress bar height.
--- @return result.arrow_size number Size of arrow sprites.
--- @return result.arrow_spawn_timer number Timer for arrow spawning.
--- @return result.arrow_spawn_interval number Frames between arrow spawns.
--- @return result.arrow_fall_speed number Speed of falling arrows.
--- @return result.arrows table Array of active arrow objects.
--- @return result.target_y number Y position of the target line.
--- @return result.target_arrows table Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.
--- @return result.hit_threshold number Pixel distance for a valid hit.
--- @return result.button_pressed_timers table Per-button press animation timers.
--- @return result.button_press_duration number Duration of button press animation.
--- @return result.input_cooldowns table Per-direction cooldown timers (left, down, up, right).
--- @return result.input_cooldown_duration number Frames of input cooldown.
--- @return result.frame_counter number Global frame counter.
--- @return result.current_song table Currently playing song data.
--- @return result.pattern_index number Current index in song pattern.
--- @return result.use_pattern boolean Whether to use song pattern for spawning.
--- @return result.return_window string Window ID to return to after minigame.
function Minigame.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
@@ -55,7 +82,23 @@ function Minigame.get_default_ddr()
end
--- Gets default button mash minigame configuration.
-- @return table The default button mash minigame configuration.
--- @within Minigame
--- @return result table The default button mash minigame configuration.
--- @return result.bar_fill number Current fill level of the progress bar.
--- @return result.max_fill number Maximum fill value to win.
--- @return result.fill_per_press number Fill gained per button press.
--- @return result.base_degradation number Base rate of bar degradation per frame.
--- @return result.degradation_multiplier number Multiplier for degradation scaling.
--- @return result.button_pressed_timer number Button press animation timer.
--- @return result.button_press_duration number Duration of button press animation.
--- @return result.return_window string Window ID to return to after minigame.
--- @return result.bar_x number Progress bar X position.
--- @return result.bar_y number Progress bar Y position.
--- @return result.bar_width number Progress bar width.
--- @return result.bar_height number Progress bar height.
--- @return result.button_x number Button indicator X position.
--- @return result.button_y number Button indicator Y position.
--- @return result.button_size number Button indicator size.
function Minigame.get_default_button_mash()
return {
bar_fill = 0,
@@ -77,7 +120,30 @@ function Minigame.get_default_button_mash()
end
--- Gets default rhythm minigame configuration.
-- @return table The default rhythm minigame configuration.
--- @within Minigame
--- @return result table The default rhythm minigame configuration.
--- @return result.line_position number Current position of the moving line (0-1).
--- @return result.line_speed number Speed of the moving line per frame.
--- @return result.line_direction number Direction of line movement (1 or -1).
--- @return result.target_center number Center of the target zone (0-1).
--- @return result.target_width number Current width of the target zone.
--- @return result.initial_target_width number Starting width of the target zone.
--- @return result.min_target_width number Minimum width the target zone can shrink to.
--- @return result.target_shrink_rate number Multiplier applied to target width after each hit.
--- @return result.score number Current score.
--- @return result.max_score number Score needed to win.
--- @return result.button_pressed_timer number Button press animation timer.
--- @return result.button_press_duration number Duration of button press animation.
--- @return result.return_window string Window ID to return to after minigame.
--- @return result.bar_x number Progress bar X position.
--- @return result.bar_y number Progress bar Y position.
--- @return result.bar_width number Progress bar width.
--- @return result.bar_height number Progress bar height.
--- @return result.button_x number Button indicator X position.
--- @return result.button_y number Button indicator Y position.
--- @return result.button_size number Button indicator size.
--- @return result.press_cooldown number Current cooldown timer.
--- @return result.press_cooldown_duration number Frames of press cooldown.
function Minigame.get_default_rhythm()
return {
line_position = 0,
@@ -106,22 +172,87 @@ function Minigame.get_default_rhythm()
end
--- Configures DDR minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured DDR minigame state.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_ddr).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_hit number Fill gained per successful hit.
--- @param[opt] params.miss_penalty number Fill lost per miss.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.arrow_size number Size of arrow sprites.
--- @param[opt] params.arrow_spawn_timer number Timer for arrow spawning.
--- @param[opt] params.arrow_spawn_interval number Frames between arrow spawns.
--- @param[opt] params.arrow_fall_speed number Speed of falling arrows.
--- @param[opt] params.arrows table Array of active arrow objects.
--- @param[opt] params.target_y number Y position of the target line.
--- @param[opt] params.target_arrows table Array of target arrow positions with dir and x fields.
--- @param[opt] params.hit_threshold number Pixel distance for a valid hit.
--- @param[opt] params.button_pressed_timers table Per-button press animation timers.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.input_cooldowns table Per-direction cooldown timers (left, down, up, right).
--- @param[opt] params.input_cooldown_duration number Frames of input cooldown.
--- @param[opt] params.frame_counter number Global frame counter.
--- @param[opt] params.current_song table Currently playing song data.
--- @param[opt] params.pattern_index number Current index in song pattern.
--- @param[opt] params.use_pattern boolean Whether to use song pattern for spawning.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @return result table The configured DDR minigame state (see Minigame.get_default_ddr for fields).
function Minigame.configure_ddr(params)
return apply_params(Minigame.get_default_ddr(), params)
end
--- Configures button mash minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured button mash minigame state.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_button_mash).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_press number Fill gained per button press.
--- @param[opt] params.base_degradation number Base rate of bar degradation per frame.
--- @param[opt] params.degradation_multiplier number Multiplier for degradation scaling.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @return result table The configured button mash minigame state (see Minigame.get_default_button_mash for fields).
function Minigame.configure_button_mash(params)
return apply_params(Minigame.get_default_button_mash(), params)
end
--- Configures rhythm minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured rhythm minigame state.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_rhythm).
--- @param[opt] params.line_position number Current position of the moving line (0-1).
--- @param[opt] params.line_speed number Speed of the moving line per frame.
--- @param[opt] params.line_direction number Direction of line movement (1 or -1).
--- @param[opt] params.target_center number Center of the target zone (0-1).
--- @param[opt] params.target_width number Current width of the target zone.
--- @param[opt] params.initial_target_width number Starting width of the target zone.
--- @param[opt] params.min_target_width number Minimum width the target zone can shrink to.
--- @param[opt] params.target_shrink_rate number Multiplier applied to target width after each hit.
--- @param[opt] params.score number Current score.
--- @param[opt] params.max_score number Score needed to win.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @param[opt] params.press_cooldown number Current cooldown timer.
--- @param[opt] params.press_cooldown_duration number Frames of press cooldown.
--- @return result table The configured rhythm minigame state (see Minigame.get_default_rhythm for fields).
function Minigame.configure_rhythm(params)
return apply_params(Minigame.get_default_rhythm(), params)
end

View File

@@ -1,9 +1,19 @@
-- Manages game maps.
--- @section Map
local _maps = {}
--- Gets all registered maps as an array.
-- @return table An array of registered map data.
--- @within Map
--- @return result table An array of registered map data.
--- @return result.id string Unique map identifier.
--- @return result.from_x number Source tile X coordinate in the map sheet.
--- @return result.from_y number Source tile Y coordinate in the map sheet.
--- @return result.width number Width in tiles.
--- @return result.height number Height in tiles.
--- @return result.to_x number Destination X coordinate on screen.
--- @return result.to_y number Destination Y coordinate on screen.
function Map.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
@@ -13,7 +23,15 @@ function Map.get_maps_array()
end
--- Registers a map definition.
-- @param map_data table The map data table.
--- @within Map
--- @param map_data table The map data table.
--- @param map_data.id string Unique map identifier.
--- @param map_data.from_x number Source tile X coordinate in the map sheet.
--- @param map_data.from_y number Source tile Y coordinate in the map sheet.
--- @param map_data.width number Width in tiles.
--- @param map_data.height number Height in tiles.
--- @param map_data.to_x number Destination X coordinate on screen.
--- @param map_data.to_y number Destination Y coordinate on screen.
function Map.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
@@ -22,14 +40,23 @@ function Map.register(map_data)
end
--- Gets a map by ID.
-- @param map_id string The ID of the map.
-- @return table The map data table or nil.
--- @within Map
--- @param map_id string The ID of the map.
--- @return result table The map data table or nil.
--- @return result.id string Unique map identifier.
--- @return result.from_x number Source tile X coordinate in the map sheet.
--- @return result.from_y number Source tile Y coordinate in the map sheet.
--- @return result.width number Width in tiles.
--- @return result.height number Height in tiles.
--- @return result.to_x number Destination X coordinate on screen.
--- @return result.to_y number Destination Y coordinate on screen.
function Map.get_by_id(map_id)
return _maps[map_id]
end
--- Draws a map.
-- @param map_id string The ID of the map to draw.
--- @within Map
--- @param map_id string The ID of the map to draw.
function Map.draw(map_id)
local map_data = Map.get_by_id(map_id)
if not map_data then

View File

@@ -1,7 +1,16 @@
--- @section Screen
local _screens = {}
--- Registers a screen definition.
-- @param screen_data table The screen data table.
--- @within Screen
--- @param screen_data table The screen data table.
--- @param screen_data.id string Unique screen identifier.
--- @param screen_data.name string Display name of the screen.
--- @param screen_data.decisions table Array of decision ID strings available on this screen.
--- @param screen_data.background string Map ID used as background.
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
@@ -19,14 +28,30 @@ function Screen.register(screen_data)
end
--- Gets a screen by ID.
-- @param screen_id string The ID of the screen.
-- @return table The screen table or nil.
--- @within Screen
--- @param screen_id string The ID of the screen.
--- @return result table The screen table or nil.
--- @return result.id string Unique screen identifier.
--- @return result.name string Display name of the screen.
--- @return result.decisions table Array of decision ID strings available on this screen.
--- @return result.background string Map ID used as background.
--- @return result.situations table Array of situation ID strings.
--- @return result.init function Called when the screen is entered.
--- @return result.update function Called each frame while screen is active.
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end
--- Gets all registered screens.
-- @return table A table containing all registered screen data, indexed by their IDs.
--- @within Screen
--- @return result table A table containing all registered screen data, indexed by their IDs.
--- @return result.id string Unique screen identifier.
--- @return result.name string Display name of the screen.
--- @return result.decisions table Array of decision ID strings available on this screen.
--- @return result.background string Map ID used as background.
--- @return result.situations table Array of situation ID strings.
--- @return result.init function Called when the screen is entered.
--- @return result.update function Called each frame while screen is active.
function Screen.get_all()
return _screens
end

View File

@@ -1,7 +1,13 @@
--- @section Situation
local _situations = {}
--- Registers a situation definition.
-- @param situation table The situation data table.
--- @within Situation
--- @param situation table The situation data table.
--- @param situation.id string Unique situation identifier.
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to.
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.
function Situation.register(situation)
if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
@@ -20,15 +26,25 @@ function Situation.register(situation)
end
--- Gets a situation by ID.
-- @param id string The situation ID.
-- @return table The situation table or nil.
--- @within Situation
--- @param id string The situation ID.
--- @return result table The situation table or nil.
--- @return result.id string Unique situation identifier.
--- @return result.screen_id string ID of the screen this situation belongs to.
--- @return result.handle function Called when the situation is applied.
--- @return result.update function Called each frame while situation is active.
function Situation.get_by_id(id)
return _situations[id]
end
--- Gets all registered situations, optionally filtered by screen ID.
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
--- @within Situation
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id.
--- @return result.id string Unique situation identifier.
--- @return result.screen_id string ID of the screen this situation belongs to.
--- @return result.handle function Called when the situation is applied.
--- @return result.update function Called each frame while situation is active.
function Situation.get_all(screen_id)
if screen_id then
local filtered_situations = {}
@@ -43,9 +59,10 @@ function Situation.get_all(screen_id)
end
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
-- @param id string The situation ID to apply.
-- @param current_screen_id string The ID of the currently active screen.
-- @return string|nil The ID of the applied situation if successful, otherwise nil.
--- @within Situation
--- @param id string The situation ID to apply.
--- @param current_screen_id string The ID of the currently active screen.
--- @return string|nil The ID of the applied situation if successful, otherwise nil.
function Situation.apply(id, current_screen_id)
local situation = Situation.get_by_id(id)
local screen = Screen.get_by_id(current_screen_id)

View File

@@ -1,8 +1,18 @@
--- @section Sprite
local _sprites = {}
local _active_sprites = {}
--- Registers a sprite definition.
-- @param sprite_data table A table containing the sprite definition.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
--- @param sprite_data.id string Unique sprite identifier.
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode.
--- @param[opt] sprite_data.colorkey number Default color index for transparency.
--- @param[opt] sprite_data.scale number Default scaling factor.
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.
--- @param[opt] sprite_data.rot number Default rotation in degrees.
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.
function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!")
@@ -15,14 +25,15 @@ function Sprite.register(sprite_data)
end
--- Schedules a sprite for drawing.
-- @param id string The unique identifier of the sprite.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param[opt] colorkey number The color index for transparency.
-- @param[opt] scale number The scaling factor.
-- @param[opt] flip_x number Set to 1 to flip horizontally.
-- @param[opt] flip_y number Set to 1 to flip vertically.
-- @param[opt] rot number The rotation in degrees.
--- @within Sprite
--- @param id string The unique identifier of the sprite.
--- @param x number The x-coordinate.
--- @param y number The y-coordinate.
--- @param[opt] colorkey number The color index for transparency.
--- @param[opt] scale number The scaling factor.
--- @param[opt] flip_x number Set to 1 to flip horizontally.
--- @param[opt] flip_y number Set to 1 to flip vertically.
--- @param[opt] rot number The rotation in degrees.
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id)
@@ -42,12 +53,14 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
end
--- Hides a displayed sprite.
-- @param id string The unique identifier of the sprite.
--- @within Sprite
--- @param id string The unique identifier of the sprite.
function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
for id, params in pairs(_active_sprites) do
local sprite_data = _sprites[id]

View File

@@ -1,27 +1,39 @@
--- @section Input
local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
local INPUT_KEY_A = 4
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50
--- Checks if Up is pressed.
--- @within Input
function Input.up() return btnp(INPUT_KEY_UP) end
--- Checks if Down is pressed.
--- @within Input
function Input.down() return btnp(INPUT_KEY_DOWN) end
--- Checks if Left is pressed.
--- @within Input
function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed.
--- @within Input
function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Select is pressed.
--- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
--- Checks if Menu Confirm is pressed.
--- @within Input
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
--- Checks if Player Interact is pressed.
--- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
--- Checks if Menu Back is pressed.
--- @within Input
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Toggle Popup is pressed.
--- @within Input
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -1,6 +1,8 @@
--- @section Main
local initialized_game = false
--- Initializes game state.
--- @within Main
local function init_game()
if initialized_game then return end
Context.reset()
@@ -10,6 +12,7 @@ local function init_game()
end
--- Main game loop (TIC-80 callback).
--- @within Main
function TIC()
init_game()
cls(Config.colors.black)

View File

@@ -1,10 +1,13 @@
--- @section Print
--- Prints text with shadow.
-- @param text string The text to print.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param color number The color of the text.
-- @param[opt] fixed boolean If true, uses fixed-width font.
-- @param[opt] scale number The scaling factor.
--- @within Print
--- @param text string The text to print.
--- @param x number The x-coordinate.
--- @param y number The y-coordinate.
--- @param color number The color of the text.
--- @param[opt] fixed boolean If true, uses fixed-width font.
--- @param[opt] scale number The scaling factor.
function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end
@@ -14,12 +17,13 @@ function Print.text(text, x, y, color, fixed, scale)
end
--- Prints centered text with shadow.
-- @param text string The text to print.
-- @param x number The x-coordinate for centering.
-- @param y number The y-coordinate.
-- @param color number The color of the text.
-- @param[opt] fixed boolean If true, uses fixed-width font.
-- @param[opt] scale number The scaling factor.
--- @within Print
--- @param text string The text to print.
--- @param x number The x-coordinate for centering.
--- @param y number The y-coordinate.
--- @param color number The color of the text.
--- @param[opt] fixed boolean If true, uses fixed-width font.
--- @param[opt] scale number The scaling factor.
function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale)

View File

@@ -1,20 +1,25 @@
--- @section UI
--- Draws the top bar.
-- @param title string The title text to display.
--- @within UI
--- @param title string The title text to display.
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.green)
end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu.
-- @param items table A table of menu items.
-- @param selected_item number The index of the currently selected item.
-- @param x number The x-coordinate for the menu.
-- @param y number The y-coordinate for the menu.
--- @within UI
--- @param items table A table of menu items.
--- @param selected_item number The index of the currently selected item.
--- @param x number The x-coordinate for the menu.
--- @param y number The y-coordinate for the menu.
function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
@@ -26,9 +31,10 @@ function UI.draw_menu(items, selected_item, x, y)
end
--- Updates menu selection.
-- @param items table A table of menu items.
-- @param selected_item number The current index of the selected item.
-- @return number The updated index of the selected item.
--- @within UI
--- @param items table A table of menu items.
--- @param selected_item number The current index of the selected item.
--- @return number The updated index of the selected item.
function UI.update_menu(items, selected_item)
if Input.up() then
Audio.sfx_beep()
@@ -47,9 +53,10 @@ function UI.update_menu(items, selected_item)
end
--- Wraps text.
-- @param text string The text to wrap.
-- @param max_chars_per_line number The maximum characters per line.
-- @return table A table of wrapped lines.
--- @within UI
--- @param text string The text to wrap.
--- @param max_chars_per_line number The maximum characters per line.
--- @return table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
@@ -80,14 +87,23 @@ function UI.word_wrap(text, max_chars_per_line)
end
--- Creates a numeric stepper.
-- @param label string The label for the stepper.
-- @param value_getter function Function to get the current value.
-- @param value_setter function Function to set the current value.
-- @param min number The minimum value.
-- @param max number The maximum value.
-- @param step number The step increment.
-- @param[opt] format string The format string for displaying the value.
-- @return table A numeric stepper control definition.
--- @within UI
--- @param label string The label for the stepper.
--- @param value_getter function Function to get the current value.
--- @param value_setter function Function to set the current value.
--- @param min number The minimum value.
--- @param max number The maximum value.
--- @param step number The step increment.
--- @param[opt] format string The format string for displaying the value.
--- @return result table A numeric stepper control definition.
--- @return result.label string The label for the stepper.
--- @return result.get function Function to get the current value.
--- @return result.set function Function to set the current value.
--- @return result.min number The minimum value.
--- @return result.max number The maximum value.
--- @return result.step number The step increment.
--- @return result.format string The format string for displaying the value.
--- @return result.type string Control type identifier ("numeric_stepper").
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return {
label = label,
@@ -102,9 +118,13 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
end
--- Creates an action item.
-- @param label string The label for the action item.
-- @param action function The function to execute when the item is selected.
-- @return table An action item control definition.
--- @within UI
--- @param label string The label for the action item.
--- @param action function The function to execute when the item is selected.
--- @return result table An action item control definition.
--- @return result.label string The label for the action item.
--- @return result.action function The function to execute when the item is selected.
--- @return result.type string Control type identifier ("action_item").
function UI.create_action_item(label, action)
return {
label = label,
@@ -114,8 +134,9 @@ function UI.create_action_item(label, action)
end
--- Draws decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The index of the selected decision.
--- @within UI
--- @param decisions table A table of decision items.
--- @param selected_decision_index number The index of the selected decision.
function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
@@ -123,13 +144,17 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label
local text_width = #decision_label * 4 local text_y = bar_y + 4
local text_width = #decision_label * 4
local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green)
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green)
end
end
--- Draws meters.
--- @within UI
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
@@ -163,9 +188,10 @@ function UI.draw_meters()
end
--- Updates decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The current index of the selected decision.
-- @return number The updated index of the selected decision.
--- @within UI
--- @param decisions table A table of decision items.
--- @param selected_decision_index number The current index of the selected decision.
--- @return number The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()

View File

@@ -1,32 +1,32 @@
--- Utility functions.
Util = {}
--- @section Util
--- Safely wraps an index for an array.
-- @param array table The array to index.
-- @param index number The desired index (can be out of bounds).
-- @return number The wrapped index within the array's bounds.
--- @within Util
--- @param array table The array to index.
--- @param index number The desired index (can be out of bounds).
--- @return number The wrapped index within the array's bounds.
function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1
end
--- Navigates to a screen by its ID.
-- @param screen_id string The ID of the screen to go to.
--- @within Util
--- @param screen_id string The ID of the screen to go to.
function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id)
if screen then
Context.game.current_screen = screen_id
local all_decisions_for_screen = Decision.get_for_screen(screen)
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
Context.game.selected_decision_index = 1
screen.init() -- Initialize the new screen
screen.init()
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
end
-- Checks if a table contains a specific value.
-- @param t table The table to check.
-- @param value any The value to look for.
--- Checks if a table contains a specific value.
--- @within Util
--- @param t table The table to check.
--- @param value any The value to look for.
function Util.contains(t, value)
for i = 1, #t do
if t[i] == value then

View File

@@ -1,3 +1,4 @@
--- @section AudioTestWindow
AudioTestWindow = {
index_menu = 1,
index_func = 1,
@@ -7,9 +8,12 @@ AudioTestWindow = {
}
--- Generates menu items for audio test.
-- @param list_func table List of audio functions.
-- @param index_func number Current index of selected function.
-- @return table Generated menu items.
--- @within AudioTestWindow
--- @param list_func table List of audio functions.
--- @param index_func number Current index of selected function.
--- @return result table Generated menu items, an array of menu item tables.
--- @return result.label string Display text for the menu item.
--- @return result.decision function Called when the menu item is selected.
function AudioTestWindow.generate_menuitems(list_func, index_func)
return {
{
@@ -19,7 +23,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
if current_func then
current_func()
else
trace("Invalid Audio function: " .. list_func[index_menu])
trace("Invalid Audio function: " .. list_func[index_func])
end
end
},
@@ -39,7 +43,8 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
end
--- Generates list of audio functions.
-- @return table A sorted list of audio function names.
--- @within AudioTestWindow
--- @return table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc()
local result = {}
@@ -55,12 +60,14 @@ function AudioTestWindow.generate_listfunc()
end
--- Navigates back from audio test window.
--- @within AudioTestWindow
function AudioTestWindow.back()
Audio.sfx_deselect()
GameWindow.set_state("menu")
end
--- Initializes audio test window.
--- @within AudioTestWindow
function AudioTestWindow.init()
AudioTestWindow.last_pressed = false
AudioTestWindow.index_menu = 1
@@ -72,12 +79,14 @@ function AudioTestWindow.init()
end
--- Draws audio test window.
--- @within AudioTestWindow
function AudioTestWindow.draw()
UI.draw_top_bar("Audio test")
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
end
--- Updates audio test window logic.
--- @within AudioTestWindow
function AudioTestWindow.update()
if Input.up() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)

View File

@@ -1,27 +1,31 @@
--- @section ConfigurationWindow
ConfigurationWindow = {
controls = {},
selected_control = 1,
}
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_decision_item(
UI.create_action_item(
"Save",
function() Config.save() end
),
UI.create_decision_item(
UI.create_action_item(
"Restore Defaults",
function() Config.restore_defaults() end
function() Config.reset() end
),
}
end
--- Draws configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10 local y_start = 40
local x_start = 10
local y_start = 40
local x_value_right_align = Config.screen.width - 10
local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do
@@ -31,18 +35,19 @@ function ConfigurationWindow.draw()
local value = control.get()
local label_text = control.label
local value_text = string.format(control.format, value)
local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "decision_item" then
elseif control.type == "action_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
@@ -58,6 +63,7 @@ function ConfigurationWindow.draw()
end
--- Updates configuration window logic.
--- @within ConfigurationWindow
function ConfigurationWindow.update()
if Input.menu_back() then
GameWindow.set_state("menu")
@@ -80,14 +86,16 @@ function ConfigurationWindow.update()
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
if Input.left() then
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
elseif Input.right() then
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end
elseif control.type == "decision_item" then
elseif control.type == "action_item" then
if Input.menu_confirm() then
control.decision()
control.action()
end
end
end

View File

@@ -1,10 +1,12 @@
--- @section GameWindow
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen)
Map.draw(screen.background)
if screen.background then Map.draw(screen.background) end
UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
@@ -13,9 +15,10 @@ function GameWindow.draw()
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
if Input.menu_back() then
Context.current_window = "menu"
Window.set_current("menu")
MenuWindow.refresh_menu_items()
return
end
@@ -23,7 +26,7 @@ function GameWindow.update()
local screen = Screen.get_by_id(Context.game.current_screen)
screen.update()
-- Handle situations (Context.game.current_situation is still present)
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
@@ -37,6 +40,10 @@ function GameWindow.update()
if #_available_decisions == 0 then return end
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end
local new_selected_decision_index = UI.update_decision_selector(
_available_decisions,
_selected_decision_index
@@ -56,7 +63,8 @@ function GameWindow.update()
end
--- Sets the active window.
-- @param new_state number The ID of the new active window.
--- @within GameWindow
--- @param new_state string The ID of the new active window.
function GameWindow.set_state(new_state)
Context.current_window = new_state
Window.set_current(new_state)
end

View File

@@ -1,3 +1,4 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
@@ -14,12 +15,14 @@ on than meets the eye.
]]
--- Draws the intro window.
--- @within IntroWindow
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
end
--- Updates the intro window logic.
--- @within IntroWindow
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
@@ -29,10 +32,10 @@ function IntroWindow.update()
end
if IntroWindow.y < -lines * 8 then
GameWindow.set_state("menu")
Window.set_current("menu")
end
if Input.menu_confirm() then
GameWindow.set_state("menu")
Window.set_current("menu")
end
end

View File

@@ -1,34 +1,42 @@
--- @section Window
local _windows = {}
--- Registers a window table.
-- @param id string The ID of the window (e.g., "splash", "menu").
-- @param window_table table The actual window module table (e.g., SplashWindow).
--- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").
--- @param window_table table The actual window module table (e.g., SplashWindow).
function Window.register(id, window_table)
_windows[id] = window_table
end
--- Retrieves a registered window table by its ID.
-- @param id string The ID of the window.
-- @return table The window module table.
--- @within Window
--- @param id string The ID of the window.
--- @return result table The window module table.
--- @return result.update function Called each frame to update window logic.
--- @return result.draw function Called each frame to draw the window.
function Window.get(id)
return _windows[id]
end
--- Sets the currently active window.
-- @param id string The ID of the window to activate.
--- @within Window
--- @param id string The ID of the window to activate.
function Window.set_current(id)
Context.current_window = id
end
--- Gets the ID of the currently active window.
-- @return string The ID of the active window.
--- @within Window
--- @return string The ID of the active window.
function Window.get_current_id()
return Context.current_window
end
--- Gets the handler function for the currently active window.
-- This function is used by the main game loop to update and draw the active window.
-- @return function A function that updates and draws the current window.
--- @within Window
--- @return function A function that updates and draws the current window.
function Window.get_current_handler()
local window_table = Window.get(Context.current_window)
if window_table and window_table.update and window_table.draw then
@@ -41,24 +49,3 @@ function Window.get_current_handler()
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
end
end
SplashWindow = {}
IntroWindow = {}
MenuWindow = {}
GameWindow = {}
PopupWindow = {}
ConfigurationWindow = {}
AudioTestWindow = {}
MinigameButtonMashWindow = {}
MinigameRhythmWindow = {}
MinigameDDRWindow = {}
-- Registration of all window modules
Window.register("splash", SplashWindow)
Window.register("intro", IntroWindow)
Window.register("menu", MenuWindow)
Window.register("game", GameWindow)
Window.register("popup", PopupWindow)
Window.register("configuration", ConfigurationWindow)
Window.register("audiotest", AudioTestWindow)
Window.register("minigame_button_mash", MinigameButtonMashWindow)
Window.register("minigame_rhythm", MinigameRhythmWindow)
Window.register("minigame_ddr", MinigameDDRWindow)

View File

@@ -1,12 +1,15 @@
--- @section MenuWindow
local _menu_items = {}
--- Draws the menu window.
--- @within MenuWindow
function MenuWindow.draw()
UI.draw_top_bar("Main Menu")
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
end
--- Updates the menu window logic.
--- @within MenuWindow
function MenuWindow.update()
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
@@ -20,42 +23,53 @@ function MenuWindow.update()
end
--- Starts a new game from the menu.
--- @within MenuWindow
function MenuWindow.new_game()
Context.new_game() GameWindow.set_state("game")
Context.new_game()
GameWindow.set_state("game")
end
--- Loads a game from the menu.
--- @within MenuWindow
function MenuWindow.load_game()
Context.load_game() GameWindow.set_state("game")
Context.load_game()
GameWindow.set_state("game")
end
--- Saves the current game from the menu.
--- @within MenuWindow
function MenuWindow.save_game()
Context.save_game() end
Context.save_game()
end
--- Resumes the game from the menu.
--- @within MenuWindow
function MenuWindow.resume_game()
GameWindow.set_state("game")
end
--- Exits the game.
--- @within MenuWindow
function MenuWindow.exit()
exit()
end
--- Opens the configuration menu.
--- @within MenuWindow
function MenuWindow.configuration()
ConfigurationWindow.init()
GameWindow.set_state("configuration")
end
--- Opens the audio test menu.
--- @within MenuWindow
function MenuWindow.audio_test()
AudioTestWindow.init()
GameWindow.set_state("audiotest")
end
--- Refreshes menu items.
--- @within MenuWindow
function MenuWindow.refresh_menu_items()
_menu_items = {}
if Context.game_in_progress then

View File

@@ -1,13 +1,17 @@
--- @section MinigameDDRWindow
--- Initializes DDR minigame state.
-- @param params table Optional parameters for configuration.
--- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration.
function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigame.configure_ddr(params)
end
--- Starts the DDR minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param[opt] song_key string The key of the song to play.
-- @param[opt] params table Optional parameters for minigame configuration.
--- @within MinigameDDRWindow
--- @param return_window string The window ID to return to after the minigame.
--- @param[opt] song_key string The key of the song to play.
--- @param[opt] params table Optional parameters for minigame configuration.
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or "game"
@@ -25,10 +29,11 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode"
end
end
Context.current_window = "minigame_ddr"
Window.set_current("minigame_ddr")
end
--- Spawns a random arrow.
--- @within MinigameDDRWindow
local function spawn_arrow()
local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)]
@@ -40,7 +45,8 @@ local function spawn_arrow()
end
--- Spawns an arrow in a specific direction.
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
--- @within MinigameDDRWindow
--- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction)
local mg = Context.minigame_ddr
for _, target in ipairs(mg.target_arrows) do
@@ -56,8 +62,9 @@ local function spawn_arrow_dir(direction)
end
--- Checks if an arrow is hit.
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is hit, false otherwise.
--- @within MinigameDDRWindow
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow)
local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y)
@@ -65,18 +72,20 @@ local function check_hit(arrow)
end
--- Checks if an arrow is missed.
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is missed, false otherwise.
--- @within MinigameDDRWindow
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow)
local mg = Context.minigame_ddr
return arrow.y > mg.target_y + mg.hit_threshold
end
--- Draws an arrow.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param direction string The direction of the arrow.
-- @param color number The color of the arrow.
--- @within MinigameDDRWindow
--- @param x number The x-coordinate.
--- @param y number The y-coordinate.
--- @param direction string The direction of the arrow.
--- @param color number The color of the arrow.
local function draw_arrow(x, y, direction, color)
local size = 12
local half = size / 2
@@ -96,12 +105,13 @@ local function draw_arrow(x, y, direction, color)
end
--- Updates DDR minigame logic.
--- @within MinigameDDRWindow
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
mg.frame_counter = mg.frame_counter + 1
@@ -109,7 +119,7 @@ function MinigameDDRWindow.update()
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
end
@@ -189,6 +199,7 @@ function MinigameDDRWindow.update()
end
--- Draws DDR minigame.
--- @within MinigameDDRWindow
function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr
if not mg then
@@ -196,7 +207,7 @@ function MinigameDDRWindow.draw()
print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12)
if Input.select() then
Context.current_window = "game"
Window.set_current("game")
end
return
end

View File

@@ -1,19 +1,24 @@
--- @section MinigameButtonMashWindow
--- Initializes button mash minigame state.
-- @param params table Optional parameters for configuration.
--- @within MinigameButtonMashWindow
--- @param params table Optional parameters for configuration.
function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigame.configure_button_mash(params)
end
--- Starts the button mash minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
--- @within MinigameButtonMashWindow
--- @param return_window string The window ID to return to after the minigame.
--- @param[opt] params table Optional parameters for minigame configuration.
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or "game"
Context.current_window = "minigame_button_mash"
Window.set_current("minigame_button_mash")
end
--- Updates button mash minigame logic.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash
if Input.select() then
@@ -26,7 +31,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
@@ -40,6 +45,7 @@ function MinigameButtonMashWindow.update()
end
--- Draws button mash minigame.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == "game" then

View File

@@ -1,19 +1,24 @@
--- @section MinigameRhythmWindow
--- Initializes rhythm minigame state.
-- @param params table Optional parameters for configuration.
--- @within MinigameRhythmWindow
--- @param params table Optional parameters for configuration.
function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigame.configure_rhythm(params)
end
--- Starts the rhythm minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
--- @within MinigameRhythmWindow
--- @param return_window string The window ID to return to after the minigame.
--- @param[opt] params table Optional parameters for minigame configuration.
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game"
Context.current_window = "minigame_rhythm"
Window.set_current("minigame_rhythm")
end
--- Updates rhythm minigame logic.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
@@ -48,7 +53,7 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
if mg.button_pressed_timer > 0 then
@@ -57,6 +62,7 @@ function MinigameRhythmWindow.update()
end
--- Draws rhythm minigame.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == "game" then

View File

@@ -1,3 +1,4 @@
--- @section PopupWindow
local POPUP_X = 40
local POPUP_Y = 40
local POPUP_WIDTH = 160
@@ -5,26 +6,36 @@ local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8
--- Displays a popup window.
-- @param content_strings table A table of strings to display in the popup.
--- @within PopupWindow
--- @param content_strings table A table of strings to display in the popup.
function PopupWindow.show(content_strings)
Context.popup.show = true
Context.popup.content = content_strings or {} GameWindow.set_state("popup") end
Context.popup.content = content_strings or {}
GameWindow.set_state("popup")
end
--- Hides the popup window.
--- @within PopupWindow
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {} GameWindow.set_state("game") end
Context.popup.content = {}
GameWindow.set_state("game")
end
--- Updates popup window logic.
--- @within PopupWindow
function PopupWindow.update()
if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
if Input.menu_confirm() or Input.menu_back() then
PopupWindow.hide()
end
end
end
--- Draws the popup window.
--- @within PopupWindow
function PopupWindow.draw()
if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)

View File

@@ -0,0 +1,29 @@
SplashWindow = {}
Window.register("splash", SplashWindow)
IntroWindow = {}
Window.register("intro", IntroWindow)
MenuWindow = {}
Window.register("menu", MenuWindow)
GameWindow = {}
Window.register("game", GameWindow)
PopupWindow = {}
Window.register("popup", PopupWindow)
ConfigurationWindow = {}
Window.register("configuration", ConfigurationWindow)
AudioTestWindow = {}
Window.register("audiotest", AudioTestWindow)
MinigameButtonMashWindow = {}
Window.register("minigame_button_mash", MinigameButtonMashWindow)
MinigameRhythmWindow = {}
Window.register("minigame_rhythm", MinigameRhythmWindow)
MinigameDDRWindow = {}
Window.register("minigame_ddr", MinigameDDRWindow)

View File

@@ -1,16 +1,18 @@
--- @section SplashWindow
--- Draws the splash window.
--- @within SplashWindow
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local w = #txt * 6
local x = (240 - w) / 2
local y = (136 - 6) / 2
print(txt, x, y, 12)
local y = (Config.screen.height - 6) / 2
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
end
--- Updates the splash window logic.
--- @within SplashWindow
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
GameWindow.set_state("intro")
Window.set_current("intro")
end
end