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Author SHA1 Message Date
787b6656b0 docs
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2026-02-21 23:53:36 +01:00
27 changed files with 87 additions and 268 deletions

View File

@@ -11,7 +11,6 @@ globals = {
"Print",
"Input",
"Audio",
"Config",
"Context",
"Meters",
"Minigames",

View File

@@ -107,11 +107,8 @@ 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.
-- 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
@@ -119,11 +116,8 @@ function frame_from_beat(beat, bpm, fps)
return math.floor(beat * frames_per_beat)
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.
-- 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 = {}

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@@ -1,7 +1,5 @@
local _decisions = {}
--- Registers a decision definition.
-- @param decision table The decision data table.
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
@@ -24,15 +22,10 @@ function Decision.register(decision)
_decisions[decision.id] = 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)
return _decisions[id]
end
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all()
return _decisions
end

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@@ -22,8 +22,7 @@ local DEFAULT_CONFIG = {
}
}
-- Game configuration settings.
Config = {
local Config = {
screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player,
@@ -35,12 +34,10 @@ local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
end
--- Loads saved configuration.
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)
@@ -49,7 +46,6 @@ function Config.load()
end
end
--- Restores default configuration settings.
function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
end

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@@ -4,8 +4,6 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
--- Gets initial data for Context.
-- @return table Initial context data.
local function get_initial_data()
return {
active_window = WINDOW_SPLASH,
@@ -48,17 +46,17 @@ on than meets the eye.]]
minigame_button_mash = Minigames.get_default_button_mash(),
minigame_rhythm = Minigames.get_default_rhythm(),
meters = Meters.get_initial(),
--- Active sprites.
--- Table storing currently active sprites to be drawn.
-- Each entry is a table with `id`, `x`, `y`, and other drawing parameters.
sprites = {},
--- Current situation ID.
--- The ID of the currently active situation.
-- Set by `Situation.apply()` and `nil` if no situation is active.
current_situation = nil,
}
end
--- Global game context.
Context = {}
--- Resets game context to initial state.
local function reset_context_to_initial_state()
local initial_data = get_initial_data()
@@ -87,15 +85,12 @@ end
reset_context_to_initial_state()
--- Starts a new game.
function Context.new_game()
reset_context_to_initial_state()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Context.screens[Context.current_screen].init()
end
--- Saves the current game state.
function Context.save_game()
if not Context.game_in_progress then return end
@@ -103,7 +98,6 @@ function Context.save_game()
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
end
--- Loads a saved game state.
function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
Context.new_game()
@@ -115,5 +109,4 @@ function Context.load_game()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Context.screens[Context.current_screen].init()
end

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@@ -6,14 +6,11 @@ local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- Internal meters for tracking game progress and player stats.
Meters.COLOR_ISM = Config.colors.red
Meters.COLOR_WPM = Config.colors.blue
Meters.COLOR_BM = Config.colors.black
Meters.COLOR_BG = Config.colors.meter_bg
--- Gets initial meter values.
-- @return table A table of initial meter values.
function Meters.get_initial()
return {
ism = METER_DEFAULT,
@@ -25,24 +22,18 @@ function Meters.get_initial()
}
end
--- Hides meters.
function Meters.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
function Meters.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
-- @return number The maximum meter value.
function Meters.get_max()
return METER_MAX
end
--- Gets combo multiplier.
-- @return number The current combo multiplier.
function Meters.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
@@ -50,7 +41,6 @@ function Meters.get_combo_multiplier()
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
--- Updates all meters.
function Meters.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
@@ -66,9 +56,6 @@ function Meters.update()
end
end
--- Adds amount to a meter.
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
-- @param amount number The amount to add.
function Meters.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
@@ -77,7 +64,6 @@ function Meters.add(key, amount)
end
end
--- Called on minigame completion.
function Meters.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier())

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@@ -1,10 +1,5 @@
-- Manages minigame configurations and initial states.
Minigames = {}
--- Applies parameters to defaults.
-- @param defaults table The default configuration table.
-- @param params table The parameters to apply.
-- @return table The updated configuration table.
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
@@ -13,8 +8,6 @@ local function apply_params(defaults, params)
return defaults
end
--- Gets default DDR minigame configuration.
-- @return table The default DDR minigame configuration.
function Minigames.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
@@ -54,8 +47,6 @@ function Minigames.get_default_ddr()
}
end
--- Gets default button mash minigame configuration.
-- @return table The default button mash minigame configuration.
function Minigames.get_default_button_mash()
return {
bar_fill = 0,
@@ -76,8 +67,6 @@ function Minigames.get_default_button_mash()
}
end
--- Gets default rhythm minigame configuration.
-- @return table The default rhythm minigame configuration.
function Minigames.get_default_rhythm()
return {
line_position = 0,
@@ -105,23 +94,14 @@ function Minigames.get_default_rhythm()
}
end
--- Configures DDR minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured DDR minigame state.
function Minigames.configure_ddr(params)
return apply_params(Minigames.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.
function Minigames.configure_button_mash(params)
return apply_params(Minigames.get_default_button_mash(), params)
end
--- Configures rhythm minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured rhythm minigame state.
function Minigames.configure_rhythm(params)
return apply_params(Minigames.get_default_rhythm(), params)
end

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@@ -1,9 +1,5 @@
-- Manages game maps.
local _maps = {}
--- Gets all registered maps as an array.
-- @return table An array of registered map data.
function Map.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
@@ -12,8 +8,6 @@ function Map.get_maps_array()
return maps_array
end
--- Registers a map definition.
-- @param map_data table The map data table.
function Map.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
@@ -21,15 +15,10 @@ function Map.register(map_data)
_maps[map_data.id] = 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.
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.
function Map.draw(map_id)
local map_data = Map.get_by_id(map_id)
if not map_data then
@@ -43,4 +32,4 @@ function Map.draw(map_id)
map_data.to_x,
map_data.to_y
)
end
end

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@@ -1,7 +1,13 @@
local _screens = {}
--- Registers a screen definition.
-- @param screen_data table The screen data table.
--- Registers a new screen definition with the Screen manager.
-- Overwrites existing screen if an ID conflict occurs.
-- @param screen_data table A table containing the screen definition.
-- Must include an `id` field (string).
-- Optional fields:
-- - `situations` (table): A table of situation IDs allowed on this screen. Defaults to an empty table.
-- - `init` (function): Function to execute once when the screen becomes active. Defaults to an empty function.
-- - `update` (function): Function to execute each frame while the screen is active. Defaults to an empty function.
function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
@@ -18,9 +24,9 @@ function Screen.register(screen_data)
_screens[screen_data.id] = screen_data
end
--- Gets a screen by ID.
-- @param screen_id string The ID of the screen.
-- @return table The screen table or nil.
--- Retrieves a registered screen by its ID.
-- @param screen_id string The ID of the screen to retrieve.
-- @return table The screen table, or `nil` if not found.
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end

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@@ -1,7 +1,12 @@
local _situations = {}
--- Registers a situation definition.
-- @param situation table The situation data table.
--- Registers a new situation with the Situation manager.
-- Overwrites existing situation if an ID conflict occurs.
-- @param situation table A table containing the situation definition.
-- Must include an `id` field (string).
-- Optional fields:
-- - `handle` (function): Function to execute when the situation is applied. Defaults to an empty function.
-- - `update` (function): Function to execute each frame while the situation is active. Defaults to an empty function.
function Situation.register(situation)
if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
@@ -19,15 +24,19 @@ function Situation.register(situation)
_situations[situation.id] = situation
end
--- Gets a situation by ID.
-- @param id string The situation ID.
-- @return table The situation table or nil.
--- Retrieves a registered situation by its ID.
-- @param id string The ID of the situation to retrieve.
-- @return table The situation table, or `nil` if not found.
function Situation.get(id)
return _situations[id]
end
--- Applies a situation.
-- @param id string The situation ID to apply.
--- Applies a situation, making it the current active situation.
-- The situation's `handle` function is executed.
-- This function first checks if the situation is valid and if it's allowed
-- on the current screen (as defined in `Context.screens[Context.current_screen].situations`).
-- If successful, `Context.current_situation` is updated with the ID of the applied situation.
-- @param id string The ID of the situation to apply.
function Situation.apply(id)
local situation = Situation.get(id)
if not situation then

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@@ -1,7 +1,15 @@
local _sprites = {}
--- Registers a sprite definition.
--- Registers a new sprite or complex sprite definition with the Sprite manager.
-- Overwrites existing sprite if an ID conflict occurs.
-- @param sprite_data table A table containing the sprite definition.
-- Must include an `id` field (string) and either an `s` field (number, for simple sprites)
-- or a `sprites` field (table, for complex sprites).
-- For complex sprites, `sprites` is a table of sub-sprite definitions, each with:
-- - `s` (number): Sprite index.
-- - `x_offset` (number): X-offset relative to the parent sprite's position.
-- - `y_offset` (number): Y-offset relative to the parent sprite's position.
-- - Optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` for individual sub-sprites.
function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!")
@@ -13,16 +21,19 @@ function Sprite.register(sprite_data)
_sprites[sprite_data.id] = 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.
--- Schedules a registered sprite to be drawn at a specific position with optional transformations.
-- The sprite's parameters are stored in `Context.sprites` for deferred rendering by `Sprite.draw()`.
-- If the sprite with the given `id` is already scheduled, its parameters will be updated.
-- @param id string The unique identifier of the sprite to show. Must be registered via `Sprite.register`.
-- @param x number The x-coordinate on the screen where the sprite will be drawn.
-- @param y number The y-coordinate on the screen where the sprite will be drawn.
-- @param[opt] colorkey number The color index to be treated as transparent (default: 0).
-- @param[opt] scale number The scaling factor for the sprite (default: 1).
-- @param[opt] flip_x number Set to 1 to flip the sprite horizontally (default: 0).
-- @param[opt] flip_y number Set to 1 to flip the sprite vertically (default: 0).
-- @param[opt] rot number The rotation of the sprite in degrees (default: 0).
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
-- Ensure the sprite exists before attempting to show it
if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id)
return
@@ -40,28 +51,34 @@ 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.
--- Hides a currently displayed sprite by removing it from the `Context.sprites` table.
-- The sprite will no longer be drawn in subsequent frames.
-- @param id string The unique identifier of the sprite to hide.
function Sprite.hide(id)
Context.sprites[id] = nil
end
--- Draws all scheduled sprites.
--- Draws all sprites currently scheduled in `Context.sprites`.
-- This function retrieves the registered sprite definitions and applies the stored
-- position and transformation parameters. It handles both simple and complex sprites.
function Sprite.draw()
for id, params in pairs(Context.sprites) do
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
Context.sprites[id] = nil
Context.sprites[id] = nil -- Clean up invalid entry
-- We should probably continue to the next sprite instead of returning
-- so that other valid sprites can still be drawn.
end
-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
if sprite_data.sprites then -- Complex sprite
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
@@ -75,7 +92,7 @@ function Sprite.draw()
sub_sprite.rot or rot
)
end
else
else -- Simple sprite
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end

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@@ -1,27 +1,14 @@
--- Stops current music.
function Audio.music_stop() music() end
--- Plays main menu music.
function Audio.music_play_mainmenu() end
--- Plays waking up music.
function Audio.music_play_wakingup() end
--- Plays room morning music.
function Audio.music_play_room_morning() end
--- Plays room street 1 music.
function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
function Audio.music_play_room_street_2() end
--- Plays room music.
function Audio.music_play_room_() end
--- Plays room work music.
function Audio.music_play_room_work() end
--- Plays select sound effect.
function Audio.sfx_select() sfx(17, 'C-7', 30) end
--- Plays deselect sound effect.
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
--- Plays beep sound effect.
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
--- Plays success sound effect.
function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end

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@@ -7,21 +7,11 @@ local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50
--- Checks if Up is pressed.
function Input.up() return btnp(INPUT_KEY_UP) end
--- Checks if Down is pressed.
function Input.down() return btnp(INPUT_KEY_DOWN) end
--- Checks if Left is pressed.
function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed.
function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Select is pressed.
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
--- Checks if Menu Confirm is pressed.
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
--- Checks if Player Interact is pressed.
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
--- Checks if Menu Back is pressed.
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Toggle Popup is pressed.
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

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@@ -44,7 +44,6 @@ local STATE_HANDLERS = {
local initialized_game = false
--- Initializes game state.
local function init_game()
if initialized_game then return end
@@ -52,7 +51,6 @@ local function init_game()
initialized_game = true
end
--- Main game loop (TIC-80 callback).
function TIC()
init_game()
cls(Config.colors.black)

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@@ -1,10 +1,4 @@
--- Prints text with shadow.
-- @param text string The text to print.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param color number The color of the text.
-- @param[opt] fixed boolean If true, uses fixed-width font.
-- @param[opt] scale number The scaling factor.
function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end
@@ -13,13 +7,6 @@ function Print.text(text, x, y, color, fixed, scale)
print(text, x, y, color, fixed, scale)
end
--- Prints centered text with shadow.
-- @param text string The text to print.
-- @param x number The x-coordinate for centering.
-- @param y number The y-coordinate.
-- @param color number The color of the text.
-- @param[opt] fixed boolean If true, uses fixed-width font.
-- @param[opt] scale number The scaling factor.
function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale)

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@@ -1,20 +1,12 @@
--- Draws the top bar.
-- @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.
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.
function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
@@ -25,10 +17,6 @@ function UI.draw_menu(items, selected_item, x, y)
end
end
--- Updates menu selection.
-- @param items table A table of menu items.
-- @param selected_item number The current index of the selected item.
-- @return number The updated index of the selected item.
function UI.update_menu(items, selected_item)
if Input.up() then
Audio.sfx_beep()
@@ -46,10 +34,6 @@ function UI.update_menu(items, selected_item)
return 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.
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
@@ -79,15 +63,6 @@ function UI.word_wrap(text, max_chars_per_line)
return lines
end
--- Creates a numeric stepper.
-- @param label string The label for the stepper.
-- @param value_getter function Function to get the current value.
-- @param value_setter function Function to set the current value.
-- @param min number The minimum value.
-- @param max number The maximum value.
-- @param step number The step increment.
-- @param[opt] format string The format string for displaying the value.
-- @return table A numeric stepper control definition.
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return {
label = label,
@@ -101,10 +76,6 @@ 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.
function UI.create_action_item(label, action)
return {
label = label,
@@ -113,9 +84,6 @@ 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.
function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
@@ -129,7 +97,6 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
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.
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
@@ -162,10 +129,6 @@ function UI.draw_meters()
end
end
--- Updates decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The current index of the selected decision.
-- @return number The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
@@ -175,4 +138,4 @@ function UI.update_decision_selector(decisions, selected_decision_index)
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
return selected_decision_index
end
end

View File

@@ -1,16 +1,9 @@
--- Utility functions.
Util = {}
--- Safely wraps an index for an array.
-- @param array table The array to index.
-- @param index number The desired index (can be out of bounds).
-- @return number The wrapped index within the array's bounds.
function Util.safeindex(array, index)
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.
function Util.go_to_screen_by_id(screen_id)
local screen_index = Context.screen_indices_by_id[screen_id]
if screen_index then
@@ -18,4 +11,4 @@ function Util.go_to_screen_by_id(screen_id)
Context.selected_decision_index = 1 else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end
end
end

View File

@@ -6,10 +6,6 @@ AudioTestWindow = {
last_pressed = false
}
--- Generates menu items for audio test.
-- @param list_func table List of audio functions.
-- @param index_func number Current index of selected function.
-- @return table Generated menu items.
function AudioTestWindow.generate_menuitems(list_func, index_func)
return {
{
@@ -38,8 +34,6 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
}
end
--- Generates list of audio functions.
-- @return table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc()
local result = {}
@@ -54,13 +48,11 @@ function AudioTestWindow.generate_listfunc()
return result
end
--- Navigates back from audio test window.
function AudioTestWindow.back()
Audio.sfx_deselect()
GameWindow.set_state(WINDOW_MENU)
end
--- Initializes audio test window.
function AudioTestWindow.init()
AudioTestWindow.last_pressed = false
AudioTestWindow.index_menu = 1
@@ -71,13 +63,11 @@ function AudioTestWindow.init()
)
end
--- Draws audio test window.
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.
function AudioTestWindow.update()
if Input.up() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)

View File

@@ -3,7 +3,6 @@ ConfigurationWindow = {
selected_control = 1,
}
--- Initializes configuration window.
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_decision_item(
@@ -17,7 +16,6 @@ function ConfigurationWindow.init()
}
end
--- Draws configuration window.
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
@@ -57,7 +55,6 @@ function ConfigurationWindow.draw()
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end
--- Updates configuration window logic.
function ConfigurationWindow.update()
if Input.menu_back() then
GameWindow.set_state(WINDOW_MENU)
@@ -91,4 +88,4 @@ function ConfigurationWindow.update()
end
end
end
end
end

View File

@@ -1,4 +1,6 @@
--- Draws the game window.
--- Draws the main game window content.
-- This includes the current screen's background, top bar, decisions, and all active sprites.
-- @function GameWindow.draw
function GameWindow.draw()
local screen = Context.screens[Context.current_screen]
Map.draw(screen.background)
@@ -18,7 +20,10 @@ function GameWindow.draw()
Sprite.draw()
end
--- Updates the game window logic.
--- Updates the logic for the main game window.
-- Handles input, navigates between screens, calls the current screen's and situation's update functions,
-- and processes player decisions.
-- @function GameWindow.update
function GameWindow.update()
local previous_screen_index = Context.current_screen
@@ -81,8 +86,10 @@ function GameWindow.update()
end
end
--- Sets the active window.
-- @param new_state number The ID of the new active window.
--- Sets the active window state for the game.
-- This function is typically called when transitioning between different game states (e.g., to a minigame).
-- @param new_state number The ID of the new active window (e.g., `WINDOW_MENU`, `WINDOW_GAME`).
-- @function GameWindow.set_state
function GameWindow.set_state(new_state)
Context.active_window = new_state
end

View File

@@ -1,10 +1,8 @@
--- Draws the intro window.
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end
--- Updates the intro window logic.
function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed
@@ -20,4 +18,4 @@ function IntroWindow.update()
if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU)
end
end
end

View File

@@ -1,10 +1,8 @@
--- Draws the menu window.
function MenuWindow.draw()
UI.draw_top_bar("Main Menu")
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
end
--- Updates the menu window logic.
function MenuWindow.update()
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
@@ -17,43 +15,35 @@ function MenuWindow.update()
end
end
--- Starts a new game from the menu.
function MenuWindow.new_game()
Context.new_game() GameWindow.set_state(WINDOW_GAME)
end
--- Loads a game from the menu.
function MenuWindow.load_game()
Context.load_game() GameWindow.set_state(WINDOW_GAME)
end
--- Saves the current game from the menu.
function MenuWindow.save_game()
Context.save_game() end
--- Resumes the game from the menu.
function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME)
end
--- Exits the game.
function MenuWindow.exit()
exit()
end
--- Opens the configuration menu.
function MenuWindow.configuration()
ConfigurationWindow.init()
GameWindow.set_state(WINDOW_CONFIGURATION)
end
--- Opens the audio test menu.
function MenuWindow.audio_test()
AudioTestWindow.init()
GameWindow.set_state(WINDOW_AUDIOTEST)
end
--- Refreshes menu items.
function MenuWindow.refresh_menu_items()
Context.menu_items = {}
if Context.game_in_progress then

View File

@@ -1,13 +1,7 @@
--- Initializes DDR minigame state.
-- @param params table Optional parameters for configuration.
function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigames.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.
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
@@ -28,7 +22,6 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.active_window = WINDOW_MINIGAME_DDR
end
--- Spawns a random arrow.
local function spawn_arrow()
local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)]
@@ -39,8 +32,6 @@ local function spawn_arrow()
})
end
--- Spawns an arrow in a specific direction.
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction)
local mg = Context.minigame_ddr
for _, target in ipairs(mg.target_arrows) do
@@ -55,28 +46,17 @@ local function spawn_arrow_dir(direction)
end
end
--- Checks if an arrow is hit.
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow)
local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y)
return distance <= mg.hit_threshold
end
--- Checks if an arrow is missed.
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow)
local 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.
local function draw_arrow(x, y, direction, color)
local size = 12
local half = size / 2
@@ -95,7 +75,6 @@ local function draw_arrow(x, y, direction, color)
end
end
--- Updates DDR minigame logic.
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
if mg.bar_fill >= mg.max_fill then
@@ -188,7 +167,6 @@ function MinigameDDRWindow.update()
end
end
--- Draws DDR minigame.
function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr
if not mg then

View File

@@ -1,19 +1,13 @@
--- Initializes button mash minigame state.
-- @param params table Optional parameters for configuration.
function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigames.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.
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
end
--- Updates button mash minigame logic.
function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash
if Input.select() then
@@ -39,7 +33,6 @@ function MinigameButtonMashWindow.update()
end
end
--- Draws button mash minigame.
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == WINDOW_GAME then

View File

@@ -1,19 +1,13 @@
--- Initializes rhythm minigame state.
-- @param params table Optional parameters for configuration.
function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigames.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.
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_RHYTHM
end
--- Updates rhythm minigame logic.
function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
@@ -56,7 +50,6 @@ function MinigameRhythmWindow.update()
end
end
--- Draws rhythm minigame.
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == WINDOW_GAME then

View File

@@ -5,18 +5,14 @@ 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.
function PopupWindow.show(content_strings)
Context.popup.show = true
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
--- Hides the popup window.
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
--- Updates popup window logic.
function PopupWindow.update()
if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
@@ -24,7 +20,6 @@ function PopupWindow.update()
end
end
--- Draws the popup window.
function PopupWindow.draw()
if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)

View File

@@ -1,4 +1,3 @@
--- Draws the splash window.
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local w = #txt * 6
@@ -7,7 +6,6 @@ function SplashWindow.draw()
print(txt, x, y, 12)
end
--- Updates the splash window logic.
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then