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Author SHA1 Message Date
787b6656b0 docs
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ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-21 23:53:36 +01:00
55 changed files with 686 additions and 1733 deletions

2
.gitignore vendored
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@@ -1,6 +1,4 @@
.local .local
impostor.lua impostor.lua
impostor.original.lua
prompts prompts
docs docs
minify.lua

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@@ -2,7 +2,6 @@
-- Configuration for luacheck -- Configuration for luacheck
globals = { globals = {
"Focus",
"Util", "Util",
"Decision", "Decision",
"Situation", "Situation",
@@ -12,11 +11,9 @@ globals = {
"Print", "Print",
"Input", "Input",
"Audio", "Audio",
"Config",
"Context", "Context",
"Meter", "Meters",
"Minigame", "Minigames",
"Window",
"SplashWindow", "SplashWindow",
"IntroWindow", "IntroWindow",
"MenuWindow", "MenuWindow",
@@ -40,8 +37,6 @@ globals = {
"circb", "circb",
"cls", "cls",
"tri", "tri",
"pix",
"line",
"Songs", "Songs",
"frame_from_beat", "frame_from_beat",
"beats_to_pattern", "beats_to_pattern",

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@@ -14,10 +14,7 @@
"inc/?.lua" "inc/?.lua"
], ],
"Lua.diagnostics.disable": [ "Lua.diagnostics.disable": [
"undefined-global", "undefined-global"
"undefined-doc-param",
"undefined-doc-name",
"luadoc-miss-param-name"
], ],
"python.autoComplete.extraPaths": [ "python.autoComplete.extraPaths": [
"${workspaceFolder}/sources/poky/bitbake/lib", "${workspaceFolder}/sources/poky/bitbake/lib",

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@@ -55,7 +55,7 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
--- ---
# Impostor Minigame Documentation # Impostor Minigames Documentation
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution). This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
@@ -74,7 +74,7 @@ This document provides comprehensive documentation for all three minigames imple
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature: The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
- **Overlay rendering** - Minigame render over the current game window - **Overlay rendering** - Minigames render over the current game window
- **Progress tracking** - Visual indicators show completion status - **Progress tracking** - Visual indicators show completion status
- **Return mechanism** - Automatic return to the calling window upon completion - **Return mechanism** - Automatic return to the calling window upon completion
- **Visual feedback** - Button presses and hits are visually indicated - **Visual feedback** - Button presses and hits are visually indicated

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@@ -6,13 +6,9 @@ PROJECT = impostor
ORDER = $(PROJECT).inc ORDER = $(PROJECT).inc
OUTPUT = $(PROJECT).lua OUTPUT = $(PROJECT).lua
OUTPUT_ORIGINAL = $(PROJECT).original.lua
OUTPUT_ZIP = $(PROJECT).html.zip OUTPUT_ZIP = $(PROJECT).html.zip
OUTPUT_TIC = $(PROJECT).tic OUTPUT_TIC = $(PROJECT).tic
MINIFY = minify.lua
MINIFY_URL = https://raw.githubusercontent.com/ztimar31/lua-minify-tic80/refs/heads/master/minify.lua
SRC_DIR = inc SRC_DIR = inc
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER)) SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
@@ -43,19 +39,7 @@ $(OUTPUT): $(SRC) $(ORDER)
echo "" >> $(OUTPUT); \ echo "" >> $(OUTPUT); \
done done
$(MINIFY): export: build
@echo "==> Downloading $(MINIFY)"
@curl -fsSL $(MINIFY_URL) -o $(MINIFY)
minify: $(OUTPUT_ORIGINAL)
$(OUTPUT_ORIGINAL): $(SRC) $(ORDER) $(MINIFY)
@$(MAKE) build
@echo "==> Minifying $(OUTPUT)"
@cp $(OUTPUT) $(OUTPUT_ORIGINAL)
@lua $(MINIFY) minify $(OUTPUT_ORIGINAL) > $(OUTPUT)
export: build minify
@if [ -z "$(VERSION)" ]; then \ @if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; \ echo "ERROR: VERSION not set!"; \
exit 1; \ exit 1; \
@@ -74,8 +58,8 @@ export: build minify
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true @ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch: watch:
$(MAKE) build make build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
import_assets: $(OUTPUT) import_assets: $(OUTPUT)
@TIC_CMD="load $(OUTPUT) &"; \ @TIC_CMD="load $(OUTPUT) &"; \
@@ -172,7 +156,7 @@ export_assets:
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA)) @$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
clean: clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT) $(OUTPUT_MIN) $(PROJECT).original.lua @rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
@echo "==> Cleaned build artifacts" @echo "==> Cleaned build artifacts"
# CI/CD Targets # CI/CD Targets
@@ -235,4 +219,12 @@ docs: build
@ldoc ${OUTPUT} -d docs @ldoc ${OUTPUT} -d docs
@echo "==> Documentation generated." @echo "==> Documentation generated."
.PHONY: all build minify export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs .PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>

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@@ -1,16 +1,10 @@
meta/meta.header.lua meta/meta.header.lua
init/init.module.lua init/init.modules.lua
init/init.config.lua init/init.config.lua
init/init.minigame.lua init/init.minigames.lua
init/init.meter.lua init/init.meters.lua
init/init.context.lua
system/system.util.lua system/system.util.lua
system/system.print.lua init/init.windows.lua
system/system.input.lua
system/system.focus.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.songs.lua
sprite/sprite.manager.lua sprite/sprite.manager.lua
sprite/sprite.norman.lua sprite/sprite.norman.lua
situation/situation.manager.lua situation/situation.manager.lua
@@ -33,8 +27,12 @@ screen/screen.toilet.lua
screen/screen.walking_to_office.lua screen/screen.walking_to_office.lua
screen/screen.office.lua screen/screen.office.lua
screen/screen.walking_to_home.lua screen/screen.walking_to_home.lua
window/window.manager.lua init/init.context.lua
window/window.register.lua data/data.songs.lua
system/system.print.lua
system/system.input.lua
system/system.audio.lua
system/system.ui.lua
window/window.splash.lua window/window.splash.lua
window/window.intro.lua window/window.intro.lua
window/window.menu.lua window/window.menu.lua

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@@ -1,43 +0,0 @@
--- @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

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@@ -1,7 +1,6 @@
--- @section Songs
-- DDR Arrow Spawn Patterns -- DDR Arrow Spawn Patterns
-- Each song defines when arrows should spawn, synced to music beats -- Each song defines when arrows should spawn, synced to music beats
Songs = { Songs = {
-- Example song pattern -- Example song pattern
test_song = { test_song = {
@@ -108,12 +107,8 @@ Songs = {
} }
} }
--- Converts beats to frames. -- Helper function to calculate frame from beat
--- @within Songs -- Usage: frame_from_beat(beat_number, bpm, fps)
--- @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) function frame_from_beat(beat, bpm, fps)
fps = fps or 60 fps = fps or 60
local seconds_per_beat = 60 / bpm local seconds_per_beat = 60 / bpm
@@ -121,17 +116,8 @@ function frame_from_beat(beat, bpm, fps)
return math.floor(beat * frames_per_beat) return math.floor(beat * frames_per_beat)
end end
--- Converts beat notation to frame pattern. -- Helper function to convert simple beat notation to frame pattern
--- @within Songs -- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
--- @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 or nil. </br>
--- Fields: </br>
--- * frame (number) The frame number when the arrow should spawn.<br/>
--- * dir (string) Arrow direction ("left", "down", "up", or "right").<br/>
function beats_to_pattern(beats, bpm, fps) function beats_to_pattern(beats, bpm, fps)
fps = fps or 60 fps = fps or 60
local pattern = {} local pattern = {}

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@@ -4,4 +4,5 @@ Decision.register({
handle = function() handle = function()
Util.go_to_screen_by_id("home") Util.go_to_screen_by_id("home")
end, end,
condition = function() return true end
}) })

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@@ -4,4 +4,5 @@ Decision.register({
handle = function() handle = function()
Util.go_to_screen_by_id("office") Util.go_to_screen_by_id("office")
end, end,
condition = function() return true end
}) })

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@@ -4,4 +4,5 @@ Decision.register({
handle = function() handle = function()
Util.go_to_screen_by_id("toilet") Util.go_to_screen_by_id("toilet")
end, end,
condition = function() return true end
}) })

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@@ -4,4 +4,5 @@ Decision.register({
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_home") Util.go_to_screen_by_id("walking_to_home")
end, end,
condition = function() return true end
}) })

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@@ -4,4 +4,5 @@ Decision.register({
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_office") Util.go_to_screen_by_id("walking_to_office")
end, end,
condition = function() return true end
}) })

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@@ -2,7 +2,7 @@ Decision.register({
id = "have_a_coffee", id = "have_a_coffee",
label = "Have a Coffee", label = "Have a Coffee",
handle = function() handle = function()
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen) Situation.apply("drink_coffee")
Context.game.current_situation = new_situation_id
end, end,
condition = function() return true end
}) })

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@@ -1,13 +1,5 @@
--- @section Decision
local _decisions = {} local _decisions = {}
--- Registers a decision definition.
--- @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) function Decision.register(decision)
if not decision or not decision.id then if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"}) PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
@@ -30,71 +22,10 @@ function Decision.register(decision)
_decisions[decision.id] = decision _decisions[decision.id] = decision
end end
--- Gets a decision by ID. function Decision.get(id)
--- @within Decision
--- @param id string The ID of the decision.
--- @return table|nil result The decision table or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_by_id(id)
return _decisions[id] return _decisions[id]
end end
--- Gets all registered decisions.
--- @within Decision
--- @return result table A table of all registered decisions, indexed by their IDs. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_all() function Decision.get_all()
return _decisions return _decisions
end end
--- Gets decision objects based on a screen's data.
--- @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 or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then
return {}
end
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get_by_id(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
end
return screen_decisions
end
--- Filters a list of decision objects based on their condition function.
--- @within Decision
--- @param decisions_list table A table of decision objects.
--- @return result table An array of decisions for which condition() is true or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and decision.condition() then
table.insert(available, decision)
end
end
return available
end

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@@ -1,12 +1,6 @@
Decision.register({ Decision.register({
id = "play_button_mash", id = "play_button_mash",
label = "Play Button Mash", label = "Play Button Mash",
handle = function() handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
Meter.hide() condition = function() return true end
MinigameButtonMashWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
})
end,
}) })

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@@ -1,5 +1,6 @@
Decision.register({ Decision.register({
id = "play_ddr", id = "play_ddr",
label = "Play DDR (Random)", label = "Play DDR (Random)",
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end, handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
}) })

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@@ -1,12 +1,6 @@
Decision.register({ Decision.register({
id = "play_rhythm", id = "play_rhythm",
label = "Play Rhythm Game", label = "Play Rhythm Game",
handle = function() handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
Meter.hide() condition = function() return true end
MinigameRhythmWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
})
end,
}) })

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@@ -1,59 +1,53 @@
Config = {} local DEFAULT_CONFIG = {
--- Return initial data for Config
--- @within Config
function Config.initial_data()
return {
screen = { screen = {
width = 240, width = 240,
height = 136 height = 136
}, },
colors = { colors = {
black = 2, black = 0,
light_grey = 13, light_grey = 13,
dark_grey = 14, dark_grey = 14,
red = 0, red = 2,
light_blue = 7, green = 6,
blue = 9, blue = 9,
white = 12, white = 12,
item = 12, item = 12,
meter_bg = 12 meter_bg = 12
}, },
player = {
sprite_id = 1
},
timing = { timing = {
splash_duration = 120 splash_duration = 120
} }
} }
end
--- Restores default configuration settings. local Config = {
--- @within Config screen = DEFAULT_CONFIG.screen,
function Config.reset() colors = DEFAULT_CONFIG.colors,
local initial = Config.initial_data() player = DEFAULT_CONFIG.player,
Config.screen = initial.screen timing = DEFAULT_CONFIG.timing,
Config.colors = initial.colors }
Config.timing = initial.timing
end
local CONFIG_SAVE_BANK = 7 local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
--- @within Config
function Config.save() function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end end
--- Loads saved configuration.
--- @within Config
function Config.load() function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK) Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else else
Config.reset() Config.restore_defaults()
end end
end end
function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
end
Config.load() Config.load()

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@@ -2,85 +2,111 @@ local SAVE_GAME_BANK = 6
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0 local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA local SAVE_GAME_MAGIC_VALUE = 0xCA
--- Global game context. local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
--- @section Context
Context = {}
--- Gets initial data for Context. local function get_initial_data()
--- @within Context
--- @return result table Initial context data or nil. </br>
--- Fields: </br>
--- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
--- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
--- * game_in_progress (boolean) Whether a game is currently active.<br/>
--- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data()
return { return {
current_menu_item = 1, active_window = WINDOW_SPLASH,
intro = {
y = Config.screen.height,
speed = 0.5,
text = [[Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath the surface
— within him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.]]
},
current_screen = 1,
splash_timer = Config.timing.splash_duration, splash_timer = Config.timing.splash_duration,
popup = { popup = {
show = false, show = false,
content = {} content = {}
}, },
player = {
sprite_id = Config.player.sprite_id
},
ground = {
x = 0,
y = Config.screen.height,
w = Config.screen.width,
h = 8
},
menu_items = {},
selected_menu_item = 1,
selected_decision_index = 1,
game_in_progress = false, game_in_progress = false,
stat_screen_active = false, screens = {},
minigame_ddr = Minigame.get_default_ddr(), minigame_ddr = Minigames.get_default_ddr(),
minigame_button_mash = Minigame.get_default_button_mash(), minigame_button_mash = Minigames.get_default_button_mash(),
minigame_rhythm = Minigame.get_default_rhythm(), minigame_rhythm = Minigames.get_default_rhythm(),
meters = Meter.get_initial(), meters = Meters.get_initial(),
game = { --- Table storing currently active sprites to be drawn.
current_screen = "home", -- Each entry is a table with `id`, `x`, `y`, and other drawing parameters.
sprites = {},
--- The ID of the currently active situation.
-- Set by `Situation.apply()` and `nil` if no situation is active.
current_situation = nil, current_situation = nil,
} }
}
end end
--- Resets game context to initial state. Context = {}
--- @within Context
function Context.reset() local function reset_context_to_initial_state()
local initial_data = Context.initial_data() local initial_data = get_initial_data()
for k in pairs(Context) do for k in pairs(Context) do
if type(Context[k]) ~= "function" then if type(Context[k]) ~= "function" then Context[k] = nil
Context[k] = nil
end end
end end
for k, v in pairs(initial_data) do for k, v in pairs(initial_data) do
Context[k] = v Context[k] = v
end end
Context.screens = {}
Context.screen_indices_by_id = {}
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do
local screen_data = Screen.get_by_id(screen_id)
if screen_data then
table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end
end
end end
--- Starts a new game. reset_context_to_initial_state()
--- @within Context
function Context.new_game() function Context.new_game()
Context.reset() reset_context_to_initial_state()
Context.game_in_progress = true Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
end end
--- Saves the current game state.
--- @within Context
function Context.save_game() function Context.save_game()
if not Context.game_in_progress then return end if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
end end
--- Loads a saved game state.
--- @within Context
function Context.load_game() function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
Context.new_game() Context.new_game()
return return
end end
Context.reset()
reset_context_to_initial_state()
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
end end

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--- @section Meter
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- 1800 frames = 30 seconds (1800 ÷ 60 = 30)
local meter_timer_duration = 1800
local meter_timer_decay_per_revolution = 20
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Sets the number of frames for one full timer revolution.
--- @within Meter
--- @param frames number Frames per revolution (controls degradation speed).
function Meter.set_timer_duration(frames)
meter_timer_duration = frames
end
--- Sets the degradation amount applied to all meters per revolution.
--- @within Meter
--- @param amount number Amount to subtract from each meter per revolution.
function Meter.set_timer_decay(amount)
meter_timer_decay_per_revolution = amount
end
--- Gets initial meter values.
--- @within Meter
--- @return result table Initial meter values. </br>
--- Fields: </br>
--- * ism (number) Initial ISM meter value.<br/>
--- * wpm (number) Initial WPM meter value.<br/>
--- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.<br/>
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
function Meter.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
timer_progress = 0,
}
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.
--- @within Meter
--- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Gets 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
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
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
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
m.timer_progress = m.timer_progress + (1 / meter_timer_duration)
if m.timer_progress >= 1 then
m.timer_progress = m.timer_progress - 1
m.ism = math.max(0, m.ism - meter_timer_decay_per_revolution)
m.wpm = math.max(0, m.wpm - meter_timer_decay_per_revolution)
m.bm = math.max(0, m.bm - meter_timer_decay_per_revolution)
end
end
end
--- Adds amount to a meter.
--- @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
if m[key] ~= nil then
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
--- Gets the timer decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per revolution (e.g. 2 means -2%).
function Meter.get_timer_decay_percentage()
return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
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())
Meter.add("wpm", gain)
Meter.add("ism", gain)
Meter.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end

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inc/init/init.meters.lua Normal file
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local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
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
function Meters.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
function Meters.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
function Meters.show()
if Context and Context.meters then Context.meters.hidden = false end
end
function Meters.get_max()
return METER_MAX
end
function Meters.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
function Meters.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
function Meters.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
function Meters.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier())
Meters.add("wpm", gain)
Meters.add("ism", gain)
Meters.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end

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@@ -1,267 +0,0 @@
-- Manages minigame configurations and initial states.
--- @section Minigame
--- 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
defaults[k] = v
end
return defaults
end
--- Gets default DDR minigame configuration.
--- @within Minigame
--- @return result table The default DDR minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_hit (number) Fill gained per successful hit.<br/>
--- * miss_penalty (number) Fill lost per miss.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * arrow_size (number) Size of arrow sprites.<br/>
--- * arrow_spawn_timer (number) Timer for arrow spawning.<br/>
--- * arrow_spawn_interval (number) Frames between arrow spawns.<br/>
--- * arrow_fall_speed (number) Speed of falling arrows.<br/>
--- * arrows (table) Array of active arrow objects.<br/>
--- * target_y (number) Y position of the target line.<br/>
--- * target_arrows (table) Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.<br/>
--- * hit_threshold (number) Pixel distance for a valid hit.<br/>
--- * button_pressed_timers (table) Per-button press animation timers.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * input_cooldowns (table) Per-direction cooldown timers (left, down, up, right).<br/>
--- * input_cooldown_duration (number) Frames of input cooldown.<br/>
--- * frame_counter (number) Global frame counter.<br/>
--- * current_song (table) Currently playing song data.<br/>
--- * pattern_index (number) Current index in song pattern.<br/>
--- * use_pattern (boolean) Whether to use song pattern for spawning.<br/>
--- * return_window (string) Window ID to return to after minigame.
function Minigame.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
--- Gets default button mash minigame configuration.
--- @within Minigame
--- @return result table The default button mash minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_press (number) Fill gained per button press.<br/>
--- * base_degradation (number) Base rate of bar degradation per frame.<br/>
--- * degradation_multiplier (number) Multiplier for degradation scaling.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
function Minigame.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Gets default rhythm minigame configuration.
--- @within Minigame
--- @return result table The default rhythm minigame configuration. </br>
--- Fields: </br>
--- * line_position (number) Current position of the moving line (0-1).<br/>
--- * line_speed (number) Speed of the moving line per frame.<br/>
--- * line_direction (number) Direction of line movement (1 or -1).<br/>
--- * target_center (number) Center of the target zone (0-1).<br/>
--- * target_width (number) Current width of the target zone.<br/>
--- * initial_target_width (number) Starting width of the target zone.<br/>
--- * min_target_width (number) Minimum width the target zone can shrink to.<br/>
--- * target_shrink_rate (number) Multiplier applied to target width after each hit.<br/>
--- * score (number) Current score.<br/>
--- * max_score (number) Score needed to win.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
--- * press_cooldown (number) Current cooldown timer.<br/>
--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
function Minigame.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Configures DDR minigame.
--- @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.
--- @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.
--- @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

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inc/init/init.minigames.lua Normal file
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Minigames = {}
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
function Minigames.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
function Minigames.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
end
function Minigames.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15
}
end
function Minigames.configure_ddr(params)
return apply_params(Minigames.get_default_ddr(), params)
end
function Minigames.configure_button_mash(params)
return apply_params(Minigames.get_default_button_mash(), params)
end
function Minigames.configure_rhythm(params)
return apply_params(Minigames.get_default_rhythm(), params)
end

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Window = {}
Util = {}
Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}
Focus = {}

22
inc/init/init.modules.lua Normal file
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SplashWindow = {}
IntroWindow = {}
MenuWindow = {}
GameWindow = {}
PopupWindow = {}
ConfigurationWindow = {}
AudioTestWindow = {}
MinigameButtonMashWindow = {}
MinigameRhythmWindow = {}
MinigameDDRWindow = {}
Util = {}
Meters = {}
Minigames = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}

10
inc/init/init.windows.lua Normal file
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local WINDOW_SPLASH = 0
local WINDOW_INTRO = 1
local WINDOW_MENU = 2
local WINDOW_GAME = 3
local WINDOW_POPUP = 4
local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10
local WINDOW_AUDIOTEST = 9001

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@@ -1,20 +1,5 @@
-- Manages game maps.
--- @section Map
local _maps = {} local _maps = {}
--- Gets all registered maps as an array.
--- @within Map
--- @return result table An array of registered map data. </br>
--- Fields: </br>
--- * id (string) Unique map identifier.<br/>
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- * width (number) Width in tiles.<br/>
--- * height (number) Height in tiles.<br/>
--- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_maps_array() function Map.get_maps_array()
local maps_array = {} local maps_array = {}
for _, map_data in pairs(_maps) do for _, map_data in pairs(_maps) do
@@ -23,16 +8,6 @@ function Map.get_maps_array()
return maps_array return maps_array
end end
--- Registers a map definition.
--- @within Map
--- @param map_data table The map data table.
--- @param map_data.id string Unique map identifier.<br/>
--- @param map_data.from_x number Source tile X coordinate in the map sheet.<br/>
--- @param map_data.from_y number Source tile Y coordinate in the map sheet.<br/>
--- @param map_data.width number Width in tiles.<br/>
--- @param map_data.height number Height in tiles.<br/>
--- @param map_data.to_x number Destination X coordinate on screen.<br/>
--- @param map_data.to_y number Destination Y coordinate on screen.<br/>
function Map.register(map_data) function Map.register(map_data)
if _maps[map_data.id] then if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id) trace("Warning: Overwriting map with id: " .. map_data.id)
@@ -40,25 +15,10 @@ function Map.register(map_data)
_maps[map_data.id] = map_data _maps[map_data.id] = map_data
end end
--- Gets a map by ID.
--- @within Map
--- @param map_id string The ID of the map.
--- @return result table The map data table or nil. </br>
--- Fields: </br>
--- * id (string) Unique map identifier.<br/>
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- * width (number) Width in tiles.<br/>
--- * height (number) Height in tiles.<br/>
--- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_by_id(map_id) function Map.get_by_id(map_id)
return _maps[map_id] return _maps[map_id]
end end
--- Draws a map.
--- @within Map
--- @param map_id string The ID of the map to draw.
function Map.draw(map_id) function Map.draw(map_id)
local map_data = Map.get_by_id(map_id) local map_data = Map.get_by_id(map_id)
if not map_data then if not map_data then

View File

@@ -1,17 +1,13 @@
--- @section Screen
local _screens = {} local _screens = {}
--- Registers a screen definition. --- Registers a new screen definition with the Screen manager.
--- @within Screen -- Overwrites existing screen if an ID conflict occurs.
--- @param screen_data table The screen data table. -- @param screen_data table A table containing the screen definition.
--- @param screen_data.id string Unique screen identifier. -- Must include an `id` field (string).
--- @param screen_data.name string Display name of the screen. -- Optional fields:
--- @param screen_data.decisions table Array of decision ID strings available on this screen. -- - `situations` (table): A table of situation IDs allowed on this screen. Defaults to an empty table.
--- @param screen_data.background string Map ID used as background. -- - `init` (function): Function to execute once when the screen becomes active. Defaults to an empty function.
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}. -- - `update` (function): Function to execute each frame while the screen is active. Defaults to an empty function.
--- @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.
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
function Screen.register(screen_data) function Screen.register(screen_data)
if _screens[screen_data.id] then if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id) trace("Warning: Overwriting screen with id: " .. screen_data.id)
@@ -25,39 +21,12 @@ function Screen.register(screen_data)
if not screen_data.update then if not screen_data.update then
screen_data.update = function() end screen_data.update = function() end
end end
if not screen_data.draw then
screen_data.draw = function() end
end
_screens[screen_data.id] = screen_data _screens[screen_data.id] = screen_data
end end
--- Gets a screen by ID. --- Retrieves a registered screen by its ID.
--- @within Screen -- @param screen_id string The ID of the screen to retrieve.
--- @param screen_id string The ID of the screen. -- @return table The screen table, or `nil` if not found.
--- @return table|nil screen The screen table or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * name (string) Display name.<br/>
--- * decisions (table) Array of decision ID strings.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id) function Screen.get_by_id(screen_id)
return _screens[screen_id] return _screens[screen_id]
end end
--- Gets all registered screens.
--- @within Screen
--- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * name (string) Display name of the screen.<br/>
--- * decisions (table) Array of decision ID strings available on this screen.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all()
return _screens
end

View File

@@ -1,7 +1,6 @@
Screen.register({ Screen.register({
id = "office", id = "office",
name = "Office", name = "Office",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"play_button_mash", "play_button_mash",
"play_rhythm", "play_rhythm",

View File

@@ -3,74 +3,5 @@ Screen.register({
name = "Toilet", name = "Toilet",
decisions = { decisions = {
"go_to_home", "go_to_home",
},
background = "bedroom",
init = function()
Context.stat_screen_active = true
Meter.hide()
local cx = Config.screen.width * 0.75
local cy = Config.screen.height * 0.75
Focus.start_driven(cx, cy)
Focus.set_percentage(0.15)
end,
update = function()
if not Context.stat_screen_active then return end
if Input.select() or Input.player_interact() then
Focus.stop()
Context.stat_screen_active = false
Meter.show()
end
end,
draw = function()
if not Context.stat_screen_active then return end
local sw = Config.screen.width
local cx = sw / 2
local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
-- TODO: Add day counter
Print.text_center("day 1", cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
local wrapped = UI.word_wrap(narrative, 38)
local text_y = 24
for _, line in ipairs(wrapped) do
Print.text_center(line, cx, text_y, Config.colors.light_grey)
text_y = text_y + 8
end
local m = Context.meters
local max_val = Meter.get_max()
local decay_pct = Meter.get_timer_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100)
local mult_text = string.format("+%d%%", combo_pct)
local meter_start_y = text_y + 10
local meter_list = {
{ key = "wpm", label = "Work Productivity Meter" },
{ key = "ism", label = "Impostor Syndrome Meter" },
{ key = "bm", label = "Burnout Meter" },
} }
for i, meter in ipairs(meter_list) do
local y = meter_start_y + (i - 1) * 20
Print.text_center(meter.label, cx, y, Config.colors.white)
local bar_y = y + 8
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue)
end
local decay_w = print(decay_text, 0, -6, 0, false, 1)
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end
end,
}) })

View File

@@ -1,7 +1,6 @@
Screen.register({ Screen.register({
id = "walking_to_home", id = "walking_to_home",
name = "Walking to home", name = "Walking to home",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",

View File

@@ -1,7 +1,6 @@
Screen.register({ Screen.register({
id = "walking_to_office", id = "walking_to_office",
name = "Walking to office", name = "Walking to office",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",

View File

@@ -1,13 +1,12 @@
--- @section Situation
local _situations = {} local _situations = {}
--- Registers a situation definition. --- Registers a new situation with the Situation manager.
--- @within Situation -- Overwrites existing situation if an ID conflict occurs.
--- @param situation table The situation data table. -- @param situation table A table containing the situation definition.
--- @param situation.id string Unique situation identifier.<br/> -- Must include an `id` field (string).
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to.<br/> -- Optional fields:
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.<br/> -- - `handle` (function): Function to execute when the situation is applied. Defaults to an empty function.
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/> -- - `update` (function): Function to execute each frame while the situation is active. Defaults to an empty function.
function Situation.register(situation) function Situation.register(situation)
if not situation or not situation.id then if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"}) PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
@@ -25,60 +24,32 @@ function Situation.register(situation)
_situations[situation.id] = situation _situations[situation.id] = situation
end end
--- Gets a situation by ID. --- Retrieves a registered situation by its ID.
--- @within Situation -- @param id string The ID of the situation to retrieve.
--- @param id string The situation ID. -- @return table The situation table, or `nil` if not found.
--- @return result table The situation table or nil. </br> function Situation.get(id)
--- Fields: </br>
--- * id (string) Unique situation identifier.<br/>
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_by_id(id)
return _situations[id] return _situations[id]
end end
--- Gets all registered situations, optionally filtered by screen ID. --- Applies a situation, making it the current active situation.
--- @within Situation -- The situation's `handle` function is executed.
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID. -- This function first checks if the situation is valid and if it's allowed
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. </br> -- on the current screen (as defined in `Context.screens[Context.current_screen].situations`).
--- Fields: </br> -- If successful, `Context.current_situation` is updated with the ID of the applied situation.
--- * id (string) Unique situation identifier.<br/> -- @param id string The ID of the situation to apply.
--- * screen_id (string) ID of the screen this situation belongs to.<br/> function Situation.apply(id)
--- * handle (function) Called when the situation is applied.<br/> local situation = Situation.get(id)
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_all(screen_id)
if screen_id then
local filtered_situations = {}
for _, situation in pairs(_situations) do
if situation.screen_id == screen_id then
table.insert(filtered_situations, situation)
end
end
return filtered_situations
end
return _situations
end
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
--- @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)
if not situation then if not situation then
trace("Error: No situation found with id: " .. id) trace("Error: No situation found with id: " .. id)
return nil return
end end
if Util.contains(screen.situations, id) then local current_screen_obj = Screen.get_by_id(Context.current_screen)
if current_screen_obj and not current_screen_obj.situations[id] then
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").")
return
end
Context.current_situation = id
situation.handle() situation.handle()
return id
else
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
return nil
end
end end

View File

@@ -1,18 +1,15 @@
--- @section Sprite
local _sprites = {} local _sprites = {}
local _active_sprites = {}
--- Registers a sprite definition. --- Registers a new sprite or complex sprite definition with the Sprite manager.
--- @within Sprite -- Overwrites existing sprite if an ID conflict occurs.
--- @param sprite_data table A table containing the sprite definition. -- @param sprite_data table A table containing the sprite definition.
--- @param sprite_data.id string Unique sprite identifier.<br/> -- Must include an `id` field (string) and either an `s` field (number, for simple sprites)
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode.<br/> -- or a `sprites` field (table, for complex sprites).
--- @param[opt] sprite_data.colorkey number Default color index for transparency.<br/> -- For complex sprites, `sprites` is a table of sub-sprite definitions, each with:
--- @param[opt] sprite_data.scale number Default scaling factor.<br/> -- - `s` (number): Sprite index.
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.<br/> -- - `x_offset` (number): X-offset relative to the parent sprite's position.
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.<br/> -- - `y_offset` (number): Y-offset relative to the parent sprite's position.
--- @param[opt] sprite_data.rot number Default rotation in degrees.<br/> -- - Optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` for individual sub-sprites.
--- @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.<br/>
function Sprite.register(sprite_data) function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!") trace("Error: Invalid sprite object registered (missing id)!")
@@ -24,23 +21,25 @@ function Sprite.register(sprite_data)
_sprites[sprite_data.id] = sprite_data _sprites[sprite_data.id] = sprite_data
end end
--- Schedules a sprite for drawing. --- Schedules a registered sprite to be drawn at a specific position with optional transformations.
--- @within Sprite -- The sprite's parameters are stored in `Context.sprites` for deferred rendering by `Sprite.draw()`.
--- @param id string The unique identifier of the sprite.<br/> -- If the sprite with the given `id` is already scheduled, its parameters will be updated.
--- @param x number The x-coordinate.<br/> -- @param id string The unique identifier of the sprite to show. Must be registered via `Sprite.register`.
--- @param y number The y-coordinate.<br/> -- @param x number The x-coordinate on the screen where the sprite will be drawn.
--- @param[opt] colorkey number The color index for transparency.<br/> -- @param y number The y-coordinate on the screen where the sprite will be drawn.
--- @param[opt] scale number The scaling factor.<br/> -- @param[opt] colorkey number The color index to be treated as transparent (default: 0).
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/> -- @param[opt] scale number The scaling factor for the sprite (default: 1).
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/> -- @param[opt] flip_x number Set to 1 to flip the sprite horizontally (default: 0).
--- @param[opt] rot number The rotation in degrees.<br/> -- @param[opt] flip_y number Set to 1 to flip the sprite vertically (default: 0).
-- @param[opt] rot number The rotation of the sprite in degrees (default: 0).
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot) function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
-- Ensure the sprite exists before attempting to show it
if not _sprites[id] then if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id) trace("Error: Attempted to show non-registered sprite with id: " .. id)
return return
end end
_active_sprites[id] = { Context.sprites[id] = {
id = id, id = id,
x = x, x = x,
y = y, y = y,
@@ -52,30 +51,34 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
} }
end end
--- Hides a displayed sprite. --- Hides a currently displayed sprite by removing it from the `Context.sprites` table.
--- @within Sprite -- The sprite will no longer be drawn in subsequent frames.
--- @param id string The unique identifier of the sprite.<br/> -- @param id string The unique identifier of the sprite to hide.
function Sprite.hide(id) function Sprite.hide(id)
_active_sprites[id] = nil Context.sprites[id] = nil
end end
--- Draws all scheduled sprites. --- Draws all sprites currently scheduled in `Context.sprites`.
--- @within Sprite -- This function retrieves the registered sprite definitions and applies the stored
-- position and transformation parameters. It handles both simple and complex sprites.
function Sprite.draw() function Sprite.draw()
for id, params in pairs(_active_sprites) do for id, params in pairs(Context.sprites) do
local sprite_data = _sprites[id] local sprite_data = _sprites[id]
if not sprite_data then if not sprite_data then
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.") trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
_active_sprites[id] = nil Context.sprites[id] = nil -- Clean up invalid entry
-- We should probably continue to the next sprite instead of returning
-- so that other valid sprites can still be drawn.
end end
-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
local colorkey = params.colorkey or sprite_data.colorkey or 0 local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1 local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0 local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0 local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0 local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then if sprite_data.sprites then -- Complex sprite
for i = 1, #sprite_data.sprites do for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i] local sub_sprite = sprite_data.sprites[i]
spr( spr(
@@ -89,7 +92,7 @@ function Sprite.draw()
sub_sprite.rot or rot sub_sprite.rot or rot
) )
end end
else else -- Simple sprite
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot) spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end end
end end

View File

@@ -0,0 +1,14 @@
function Audio.music_stop() music() end
function Audio.music_play_mainmenu() end
function Audio.music_play_wakingup() end
function Audio.music_play_room_morning() end
function Audio.music_play_room_street_1() end
function Audio.music_play_room_street_2() end
function Audio.music_play_room_() end
function Audio.music_play_room_work() end
function Audio.sfx_select() sfx(17, 'C-7', 30) end
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
function Audio.sfx_success() sfx(16, 'C-7', 60) end
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end

View File

@@ -1,166 +0,0 @@
--- @section Focus
local FOCUS_DEFAULT_SPEED = 5
local active = false
local closing = false
local driven = false
local center_x = 0
local center_y = 0
local radius = 0
local speed = FOCUS_DEFAULT_SPEED
local on_complete = nil
local driven_initial_r = 0
local driven_max_r = 0
local function max_radius(cx, cy)
local dx = math.max(cx, Config.screen.width - cx)
local dy = math.max(cy, Config.screen.height - cy)
return math.sqrt(dx * dx + dy * dy)
end
--- Starts a focus overlay that reveals content through an expanding circle.
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `speed` (number) expansion rate in pixels/frame, `initial_radius` (number) starting radius in pixels (default 0), `on_complete` (function) callback when overlay disperses.
function Focus.start(cx, cy, params)
params = params or {}
active = true
closing = false
driven = false
center_x = cx
center_y = cy
radius = params.initial_radius or 0
speed = params.speed or FOCUS_DEFAULT_SPEED
on_complete = params.on_complete
end
--- Starts a closing focus overlay that hides content by shrinking the visible circle.
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `speed` (number) shrink rate in pixels/frame, `on_complete` (function) callback when screen is fully covered.
function Focus.close(cx, cy, params)
params = params or {}
active = true
closing = true
driven = false
center_x = cx
center_y = cy
radius = max_radius(cx, cy)
speed = params.speed or FOCUS_DEFAULT_SPEED
on_complete = params.on_complete
end
--- Starts a driven focus overlay whose radius is controlled externally via Focus.set_percentage().
--- The radius maps linearly from initial_radius (at 0%) to the screen corner distance (at 100%).
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `initial_radius` (number) radius at 0% (default 0).
function Focus.start_driven(cx, cy, params)
params = params or {}
active = true
closing = false
driven = true
center_x = cx
center_y = cy
driven_initial_r = params.initial_radius or 0
driven_max_r = max_radius(cx, cy)
radius = driven_initial_r
on_complete = nil
end
--- Sets the visible radius as a percentage of the full screen extent.
--- Only has effect when the overlay is in driven mode (started via Focus.start_driven).
--- @within Focus
--- @param pct number A value from 0 to 1 (0 = initial_radius, 1 = full screen).
function Focus.set_percentage(pct)
if not driven then return end
radius = driven_initial_r + pct * (driven_max_r - driven_initial_r)
end
--- Checks whether the focus overlay is currently active.
--- @within Focus
--- @return boolean Whether the focus overlay is active.
function Focus.is_active()
return active
end
--- Stops the focus overlay immediately.
--- @within Focus
function Focus.stop()
active = false
closing = false
driven = false
radius = 0
on_complete = nil
end
--- Updates the focus overlay animation. No-op in driven mode.
--- @within Focus
function Focus.update()
if not active then return end
if driven then return end
if closing then
radius = radius - speed
if radius <= 0 then
local cb = on_complete
Focus.stop()
if cb then cb() end
end
else
radius = radius + speed
if radius >= max_radius(center_x, center_y) then
local cb = on_complete
Focus.stop()
if cb then cb() end
end
end
end
--- Draws the focus overlay (black screen with circular cutout).
--- Must be called after all other drawing to appear on top of every visual layer.
--- @within Focus
function Focus.draw()
if not active then return end
local cx = center_x
local cy = center_y
local r = radius
local w = Config.screen.width
local h = Config.screen.height
local color = Config.colors.black
if closing and r <= 0 then
rect(0, 0, w, h, color)
return
end
local top = math.max(0, math.floor(cy - r))
local bottom = math.min(h - 1, math.ceil(cy + r))
if top > 0 then
rect(0, 0, w, top, color)
end
if bottom < h - 1 then
rect(0, bottom + 1, w, h - bottom - 1, color)
end
for y = top, bottom do
local dy = y - cy
local half_w = math.sqrt(math.max(0, r * r - dy * dy))
local left = math.floor(cx - half_w)
local right = math.ceil(cx + half_w)
if left > 0 then
rect(0, y, left, 1, color)
end
if right < w then
rect(right, y, w - right, 1, color)
end
end
end

View File

@@ -1,39 +1,17 @@
--- @section Input
local INPUT_KEY_UP = 0 local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1 local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2 local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3 local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48 local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51 local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 local INPUT_KEY_ENTER = 50
--- Checks if Up is pressed.
--- @within Input
function Input.up() return btnp(INPUT_KEY_UP) end 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 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 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 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 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 function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
--- Checks if Player Interact is pressed. function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- @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 function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -1,29 +1,65 @@
--- @section Main local STATE_HANDLERS = {
[WINDOW_SPLASH] = function()
SplashWindow.update()
SplashWindow.draw()
end,
[WINDOW_INTRO] = function()
IntroWindow.update()
IntroWindow.draw()
end,
[WINDOW_MENU] = function()
MenuWindow.update()
MenuWindow.draw()
end,
[WINDOW_GAME] = function()
GameWindow.update()
GameWindow.draw()
end,
[WINDOW_POPUP] = function()
GameWindow.draw()
PopupWindow.update()
PopupWindow.draw()
end,
[WINDOW_CONFIGURATION] = function()
ConfigurationWindow.update()
ConfigurationWindow.draw()
end,
[WINDOW_AUDIOTEST] = function()
AudioTestWindow.update()
AudioTestWindow.draw()
end,
[WINDOW_MINIGAME_BUTTON_MASH] = function()
MinigameButtonMashWindow.update()
MinigameButtonMashWindow.draw()
end,
[WINDOW_MINIGAME_RHYTHM] = function()
MinigameRhythmWindow.update()
MinigameRhythmWindow.draw()
end,
[WINDOW_MINIGAME_DDR] = function()
MinigameDDRWindow.update()
MinigameDDRWindow.draw()
end,
}
local initialized_game = false local initialized_game = false
--- Initializes game state.
--- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game() local function init_game()
if initialized_game then return end if initialized_game then return end
Context.reset()
Window.set_current("splash") -- Set initial window using new manager
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
initialized_game = true initialized_game = true
end end
--- Main game loop (TIC-80 callback).
--- @within Main
function TIC() function TIC()
init_game() init_game()
cls(Config.colors.black) cls(Config.colors.black)
local handler = Window.get_current_handler() -- Get handler from Window manager local handler = STATE_HANDLERS[Context.active_window]
if handler then if handler then
handler() handler()
end end
Meter.update() Meters.update()
if Context.game_in_progress then if Context.game_in_progress then
UI.draw_meters() UI.draw_meters()
UI.draw_timer()
end end
end end

View File

@@ -1,11 +1,4 @@
--- Prints text with shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor.<br/>
function Print.text(text, x, y, color, fixed, scale) function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end if color == shadow_color then shadow_color = Config.colors.light_grey end
@@ -14,14 +7,6 @@ function Print.text(text, x, y, color, fixed, scale)
print(text, x, y, color, fixed, scale) print(text, x, y, color, fixed, scale)
end end
--- Prints centered text with shadow.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate for centering.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor.<br/>
function Print.text_center(text, x, y, color, fixed, scale) function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1 scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale) local text_width = print(text, 0, -6, 0, fixed, scale)

View File

@@ -1,40 +1,22 @@
--- @section UI
--- Draws the top bar.
--- @within UI
--- @param title string The title text to display.<br/>
function UI.draw_top_bar(title) function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey) rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.light_blue) Print.text(title, 3, 2, Config.colors.green)
end end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog() function UI.draw_dialog()
PopupWindow.draw() PopupWindow.draw()
end end
--- Draws a menu.
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu.<br/>
--- @param y number The y-coordinate for the menu.<br/>
function UI.draw_menu(items, selected_item, x, y) function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do for i, item in ipairs(items) do
local current_y = y + (i-1)*10 local current_y = y + (i-1)*10
if i == selected_item then if i == selected_item then
Print.text(">", x - 8, current_y, Config.colors.light_blue) Print.text(">", x - 8, current_y, Config.colors.green)
end end
Print.text(item.label, x, current_y, Config.colors.light_blue) Print.text(item.label, x, current_y, Config.colors.green)
end end
end end
--- Updates menu selection.
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item.<br/>
--- @return number selected_item The updated index of the selected item.
function UI.update_menu(items, selected_item) function UI.update_menu(items, selected_item)
if Input.up() then if Input.up() then
Audio.sfx_beep() Audio.sfx_beep()
@@ -52,11 +34,6 @@ function UI.update_menu(items, selected_item)
return selected_item return selected_item
end end
--- Wraps text.
--- @within UI
--- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line) function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end if text == nil then return {""} end
local lines = {} local lines = {}
@@ -86,25 +63,6 @@ function UI.word_wrap(text, max_chars_per_line)
return lines return lines
end end
--- Creates a numeric stepper.
--- @within UI
--- @param label string The label for the stepper.<br/>
--- @param value_getter function Function to get the current value.<br/>
--- @param value_setter function Function to set the current value.<br/>
--- @param min number The minimum value.<br/>
--- @param max number The maximum value.<br/>
--- @param step number The step increment.<br/>
--- @param[opt] format string The format string for displaying the value.<br/>
--- @return result table A numeric stepper control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the stepper.<br/>
--- * get (function) Function to get the current value.<br/>
--- * set (function) Function to set the current value.<br/>
--- * min (number) The minimum value.<br/>
--- * max (number) The maximum value.<br/>
--- * step (number) The step increment.<br/>
--- * format (string) The format string for displaying the value.<br/>
--- * type (string) Control type identifier ("numeric_stepper").<br/>
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format) function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return { return {
label = label, label = label,
@@ -118,15 +76,6 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
} }
end end
--- Creates an action item.
--- @within UI
--- @param label string The label for the action item.<br/>
--- @param action function The function to execute when the item is selected.<br/>
--- @return result table An action item control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the action item.<br/>
--- * action (function) The function to execute when the item is selected.<br/>
--- * type (string) Control type identifier ("action_item").<br/>
function UI.create_action_item(label, action) function UI.create_action_item(label, action)
return { return {
label = label, label = label,
@@ -135,10 +84,6 @@ function UI.create_action_item(label, action)
} }
end end
--- Draws decision selector.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
function UI.draw_decision_selector(decisions, selected_decision_index) function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16 local bar_height = 16
local bar_y = Config.screen.height - bar_height local bar_y = Config.screen.height - bar_height
@@ -146,77 +91,18 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
if #decisions > 0 then if #decisions > 0 then
local selected_decision = decisions[selected_decision_index] local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label local decision_label = selected_decision.label
local text_width = #decision_label * 4 local text_width = #decision_label * 4 local text_y = bar_y + 4
local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2 local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.light_blue) Print.text("<", 2, text_y, Config.colors.green)
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end
end end
--- Draws the clock timer indicator as a circular progress bar in the top-left area.
--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
--- @within UI
function UI.draw_timer()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local m = Context.meters
local cx = 10
local cy = 20
local r_outer = 5
local r_inner = 3
local progress = m.timer_progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.white
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
end
local bg_color = Config.colors.dark_grey
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
end
end
end
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end
--- Draws meters.
--- @within UI
function UI.draw_meters() function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end if Context.meters.hidden then return end
local m = Context.meters local m = Context.meters
local max = Meter.get_max() local max = Meters.get_max()
local bar_w = 44 local bar_w = 44
local bar_h = 2 local bar_h = 2
local bar_x = 182 local bar_x = 182
@@ -226,16 +112,16 @@ function UI.draw_meters()
local bar_offset = math.floor((line_h - bar_h) / 2) local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = { local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 }, { key = "wpm", label = "WPM", color = Meters.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 }, { key = "ism", label = "ISM", color = Meters.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 }, { key = "bm", label = "BM", color = Meters.COLOR_BM, row = 2 },
} }
for _, meter in ipairs(meter_list) do for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w)) local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG) rect(bar_x, bar_y, bar_w, bar_h, Meters.COLOR_BG)
if fill_w > 0 then if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color) rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end end
@@ -243,11 +129,6 @@ function UI.draw_meters()
end end
end end
--- Updates decision selector.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index) function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then if Input.left() then
Audio.sfx_beep() Audio.sfx_beep()

View File

@@ -1,38 +1,14 @@
Util = {}
--- @section Util
--- Safely wraps an index for an array.
--- @within Util
--- @param array table The array to index.
--- @param index number The desired index (can be out of bounds).
--- @return number index The wrapped index within the array's bounds.
function Util.safeindex(array, index) function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1 return ((index - 1 + #array) % #array) + 1
end end
--- Navigates to a screen by its ID.
--- @within Util
--- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id) function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id) local screen_index = Context.screen_indices_by_id[screen_id]
if screen then if screen_index then
Context.game.current_screen = screen_id Context.current_screen = screen_index
screen.init() Context.selected_decision_index = 1 else
else PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end end
end end
--- Checks if a table contains a specific value.
--- @within Util
--- @param t table The table to check.
--- @param value any The value to look for.<br/>
--- @return boolean true if the value is found, false otherwise.
function Util.contains(t, value)
for i = 1, #t do
if t[i] == value then
return true
end
end
return false
end

View File

@@ -1,4 +1,3 @@
--- @section AudioTestWindow
AudioTestWindow = { AudioTestWindow = {
index_menu = 1, index_menu = 1,
index_func = 1, index_func = 1,
@@ -7,14 +6,6 @@ AudioTestWindow = {
last_pressed = false last_pressed = false
} }
--- Generates menu items for audio test.
--- @within AudioTestWindow
--- @param list_func table List of audio functions.<br/>
--- @param index_func number Current index of selected function.<br/>
--- @return result table Generated menu items, an array of menu item tables or nil. </br>
--- Fields: </br>
--- * label (string) Display text for the menu item.<br/>
--- * decision (function) Called when the menu item is selected.<br/>
function AudioTestWindow.generate_menuitems(list_func, index_func) function AudioTestWindow.generate_menuitems(list_func, index_func)
return { return {
{ {
@@ -24,7 +15,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
if current_func then if current_func then
current_func() current_func()
else else
trace("Invalid Audio function: " .. list_func[index_func]) trace("Invalid Audio function: " .. list_func[index_menu])
end end
end end
}, },
@@ -43,9 +34,6 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
} }
end end
--- Generates list of audio functions.
--- @within AudioTestWindow
--- @return result table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc() function AudioTestWindow.generate_listfunc()
local result = {} local result = {}
@@ -60,15 +48,11 @@ function AudioTestWindow.generate_listfunc()
return result return result
end end
--- Navigates back from audio test window.
--- @within AudioTestWindow
function AudioTestWindow.back() function AudioTestWindow.back()
Audio.sfx_deselect() Audio.sfx_deselect()
GameWindow.set_state("menu") GameWindow.set_state(WINDOW_MENU)
end end
--- Initializes audio test window.
--- @within AudioTestWindow
function AudioTestWindow.init() function AudioTestWindow.init()
AudioTestWindow.last_pressed = false AudioTestWindow.last_pressed = false
AudioTestWindow.index_menu = 1 AudioTestWindow.index_menu = 1
@@ -79,15 +63,11 @@ function AudioTestWindow.init()
) )
end end
--- Draws audio test window.
--- @within AudioTestWindow
function AudioTestWindow.draw() function AudioTestWindow.draw()
UI.draw_top_bar("Audio test") UI.draw_top_bar("Audio test")
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50) UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
end end
--- Updates audio test window logic.
--- @within AudioTestWindow
function AudioTestWindow.update() function AudioTestWindow.update()
if Input.up() then if Input.up() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1) AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)

View File

@@ -1,53 +1,46 @@
--- @section ConfigurationWindow
ConfigurationWindow = { ConfigurationWindow = {
controls = {}, controls = {},
selected_control = 1, selected_control = 1,
} }
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init() function ConfigurationWindow.init()
ConfigurationWindow.controls = { ConfigurationWindow.controls = {
UI.create_action_item( UI.create_decision_item(
"Save", "Save",
function() Config.save() end function() Config.save() end
), ),
UI.create_action_item( UI.create_decision_item(
"Restore Defaults", "Restore Defaults",
function() Config.reset() end function() Config.restore_defaults() end
), ),
} }
end end
--- Draws configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.draw() function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration") UI.draw_top_bar("Configuration")
local x_start = 10 local x_start = 10 local y_start = 40
local y_start = 40
local x_value_right_align = Config.screen.width - 10 local x_value_right_align = Config.screen.width - 10
local char_width = 4 local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12 local current_y = y_start + (i - 1) * 12
local color = Config.colors.light_blue local color = Config.colors.green
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local value = control.get() local value = control.get()
local label_text = control.label local label_text = control.label
local value_text = string.format(control.format, value) local value_text = string.format(control.format, value)
local value_x = x_value_right_align - (#value_text * char_width) local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
Print.text("<", x_start -8, current_y, color) Print.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(">", x_value_right_align + 4, current_y, color) else
Print.text(">", x_value_right_align + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
end end
elseif control.type == "action_item" then elseif control.type == "decision_item" then
local label_text = control.label local label_text = control.label
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
@@ -62,11 +55,9 @@ function ConfigurationWindow.draw()
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey) Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end end
--- Updates configuration window logic.
--- @within ConfigurationWindow
function ConfigurationWindow.update() function ConfigurationWindow.update()
if Input.menu_back() then if Input.menu_back() then
GameWindow.set_state("menu") GameWindow.set_state(WINDOW_MENU)
return return
end end
@@ -86,16 +77,14 @@ function ConfigurationWindow.update()
if control then if control then
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local current_value = control.get() local current_value = control.get()
if Input.left() then if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value) control.set(new_value)
elseif Input.right() then elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end
elseif control.type == "action_item" then elseif control.type == "decision_item" then
if Input.menu_confirm() then if Input.menu_confirm() then
control.action() control.decision()
end end
end end
end end

View File

@@ -1,81 +1,95 @@
--- @section GameWindow --- Draws the main game window content.
local _available_decisions = {} -- This includes the current screen's background, top bar, decisions, and all active sprites.
local _selected_decision_index = 1 -- @function GameWindow.draw
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw() function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Context.screens[Context.current_screen]
if screen.background then
Map.draw(screen.background) Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
UI.draw_top_bar(screen.name) UI.draw_top_bar(screen.name)
if not Context.stat_screen_active and #_available_decisions > 0 then if screen and screen.decisions and #screen.decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index) local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then
table.insert(available_decisions, decision)
end
end
if #available_decisions > 0 then
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
end
end end
Sprite.draw() Sprite.draw()
Focus.draw()
screen.draw()
end end
--- Updates the game window logic. --- Updates the logic for the main game window.
--- @within GameWindow -- Handles input, navigates between screens, calls the current screen's and situation's update functions,
-- and processes player decisions.
-- @function GameWindow.update
function GameWindow.update() function GameWindow.update()
Focus.update() local previous_screen_index = Context.current_screen
if Input.menu_back() then if Input.menu_back() then
Window.set_current("menu") Context.active_window = WINDOW_MENU
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
return return
end end
local screen = Screen.get_by_id(Context.game.current_screen) if Input.up() then
Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then
Context.current_screen = #Context.screens
end
Context.selected_decision_index = 1 elseif Input.down() then
Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then
Context.current_screen = 1
end
Context.selected_decision_index = 1 end
local screen = Context.screens[Context.current_screen]
screen.update() screen.update()
-- Handle current situation updates if previous_screen_index ~= Context.current_screen then
if Context.game.current_situation then screen.init()
local current_situation_obj = Situation.get_by_id(Context.game.current_situation) end
if Context.current_situation then
local current_situation_obj = Situation.get(Context.current_situation)
if current_situation_obj and current_situation_obj.update then if current_situation_obj and current_situation_obj.update then
current_situation_obj.update() current_situation_obj.update()
end end
end end
if Context.stat_screen_active then return end if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
-- Fetch and filter decisions locally for _, decision_id in ipairs(screen.decisions) do
local all_decisions_for_screen = Decision.get_for_screen(screen) local decision = Decision.get(decision_id)
_available_decisions = Decision.filter_available(all_decisions_for_screen) if decision and decision.condition() then table.insert(available_decisions, decision)
end
if #_available_decisions == 0 then return end
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end end
if #available_decisions == 0 then return end
local new_selected_decision_index = UI.update_decision_selector( local new_selected_decision_index = UI.update_decision_selector(
_available_decisions, available_decisions,
_selected_decision_index Context.selected_decision_index
) )
if new_selected_decision_index ~= _selected_decision_index then if new_selected_decision_index ~= Context.selected_decision_index then
_selected_decision_index = new_selected_decision_index Context.selected_decision_index = new_selected_decision_index
end end
if Input.select() then if Input.select() then
local selected_decision = _available_decisions[_selected_decision_index] local selected_decision = available_decisions[Context.selected_decision_index]
if selected_decision and selected_decision.handle then if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
Audio.sfx_select() end
selected_decision.handle() end
end end
end end
--- Sets the active window state for the game.
end -- 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`).
--- Sets the active window. -- @function GameWindow.set_state
--- @within GameWindow
--- @param new_state string The ID of the new active window.</br>
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Window.set_current(new_state) Context.active_window = new_state
end end

View File

@@ -1,41 +1,21 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
--- @within IntroWindow
function IntroWindow.draw() function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue) Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end end
--- Updates the intro window logic.
--- @within IntroWindow
function IntroWindow.update() function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed Context.intro.y = Context.intro.y - Context.intro.speed
local lines = 1 local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do for _ in string.gmatch(Context.intro.text, "\n") do
lines = lines + 1 lines = lines + 1
end end
if IntroWindow.y < -lines * 8 then if Context.intro.y < -lines * 8 then
Window.set_current("menu") GameWindow.set_state(WINDOW_MENU)
end end
if Input.menu_confirm() then if Input.menu_confirm() then
Window.set_current("menu") GameWindow.set_state(WINDOW_MENU)
end end
end end

View File

@@ -1,53 +0,0 @@
--- @section Window
local _windows = {}
--- Registers a window table.
--- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., SplashWindow).</br>
function Window.register(id, window_table)
_windows[id] = window_table
end
--- Retrieves a registered window table by its ID.
--- @within Window
--- @param id string The ID of the window.
--- @return result table The window module table or nil. </br>
--- Fields: </br>
--- * update (function) Called each frame to update window logic.<br/>
--- * draw (function) Called each frame to draw the window.<br/>
function Window.get(id)
return _windows[id]
end
--- Sets the currently active window.
--- @within Window
--- @param id string The ID of the window to activate.</br>
function Window.set_current(id)
Context.current_window = id
end
--- Gets the ID of the currently active window.
--- This function is used by the main game loop to update and draw 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.
--- @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
return function()
window_table.update()
window_table.draw()
end
else
-- Fallback handler for unregistered or incomplete windows
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
end
end

View File

@@ -1,20 +1,13 @@
--- @section MenuWindow
local _menu_items = {}
--- Draws the menu window.
--- @within MenuWindow
function MenuWindow.draw() function MenuWindow.draw()
UI.draw_top_bar("Main Menu") UI.draw_top_bar("Main Menu")
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70) UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
end end
--- Updates the menu window logic.
--- @within MenuWindow
function MenuWindow.update() function MenuWindow.update()
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item) Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
if Input.menu_confirm() then if Input.menu_confirm() then
local selected_item = _menu_items[Context.current_menu_item] local selected_item = Context.menu_items[Context.selected_menu_item]
if selected_item and selected_item.decision then if selected_item and selected_item.decision then
Audio.sfx_select() Audio.sfx_select()
selected_item.decision() selected_item.decision()
@@ -22,66 +15,46 @@ function MenuWindow.update()
end end
end end
--- Starts a new game from the menu.
--- @within MenuWindow
function MenuWindow.new_game() function MenuWindow.new_game()
Context.new_game() Context.new_game() GameWindow.set_state(WINDOW_GAME)
GameWindow.set_state("game")
end end
--- Loads a game from the menu.
--- @within MenuWindow
function MenuWindow.load_game() function MenuWindow.load_game()
Context.load_game() Context.load_game() GameWindow.set_state(WINDOW_GAME)
GameWindow.set_state("game")
end end
--- Saves the current game from the menu.
--- @within MenuWindow
function MenuWindow.save_game() function MenuWindow.save_game()
Context.save_game() Context.save_game() end
end
--- Resumes the game from the menu.
--- @within MenuWindow
function MenuWindow.resume_game() function MenuWindow.resume_game()
GameWindow.set_state("game") GameWindow.set_state(WINDOW_GAME)
end end
--- Exits the game.
--- @within MenuWindow
function MenuWindow.exit() function MenuWindow.exit()
exit() exit()
end end
--- Opens the configuration menu.
--- @within MenuWindow
function MenuWindow.configuration() function MenuWindow.configuration()
ConfigurationWindow.init() ConfigurationWindow.init()
GameWindow.set_state("configuration") GameWindow.set_state(WINDOW_CONFIGURATION)
end end
--- Opens the audio test menu.
--- @within MenuWindow
function MenuWindow.audio_test() function MenuWindow.audio_test()
AudioTestWindow.init() AudioTestWindow.init()
GameWindow.set_state("audiotest") GameWindow.set_state(WINDOW_AUDIOTEST)
end end
--- Refreshes menu items.
--- @within MenuWindow
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
_menu_items = {} Context.menu_items = {}
if Context.game_in_progress then if Context.game_in_progress then
table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game}) table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game}) table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
end end
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game}) table.insert(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game}) table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration}) table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test}) table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit}) table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.current_menu_item = 1 Context.selected_menu_item = 1 end
end

View File

@@ -1,20 +1,10 @@
--- @section MinigameDDRWindow
--- Initializes DDR minigame state.
--- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameDDRWindow.init(params) function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigame.configure_ddr(params) Context.minigame_ddr = Minigames.configure_ddr(params)
end end
--- Starts the DDR minigame.
--- @within MinigameDDRWindow
--- @param return_window string The window ID to return to after the minigame.</br>
--- @param[opt] song_key string The key of the song to play.</br>
--- @param[opt] params table Optional parameters for minigame configuration.</br>
function MinigameDDRWindow.start(return_window, song_key, params) function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params) MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or "game" Context.minigame_ddr.return_window = return_window or WINDOW_GAME
Context.minigame_ddr.debug_song_key = song_key Context.minigame_ddr.debug_song_key = song_key
if song_key and Songs and Songs[song_key] then if song_key and Songs and Songs[song_key] then
Context.minigame_ddr.current_song = Songs[song_key] Context.minigame_ddr.current_song = Songs[song_key]
@@ -29,11 +19,9 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode" Context.minigame_ddr.debug_status = "Random mode"
end end
end end
Window.set_current("minigame_ddr") Context.active_window = WINDOW_MINIGAME_DDR
end end
--- Spawns a random arrow.
--- @within MinigameDDRWindow
local function spawn_arrow() local function spawn_arrow()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)] local target = mg.target_arrows[math.random(1, 4)]
@@ -44,9 +32,6 @@ local function spawn_arrow()
}) })
end end
--- Spawns an arrow in a specific direction.
--- @within MinigameDDRWindow
--- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction) local function spawn_arrow_dir(direction)
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
for _, target in ipairs(mg.target_arrows) do for _, target in ipairs(mg.target_arrows) do
@@ -61,31 +46,17 @@ local function spawn_arrow_dir(direction)
end end
end end
--- Checks if an arrow is hit.
--- @within MinigameDDRWindow
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow) local function check_hit(arrow)
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y) local distance = math.abs(arrow.y - mg.target_y)
return distance <= mg.hit_threshold return distance <= mg.hit_threshold
end end
--- Checks if an arrow is missed.
--- @within MinigameDDRWindow
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow) local function check_miss(arrow)
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
return arrow.y > mg.target_y + mg.hit_threshold return arrow.y > mg.target_y + mg.hit_threshold
end end
--- Draws an arrow.
--- @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 function draw_arrow(x, y, direction, color)
local size = 12 local size = 12
local half = size / 2 local half = size / 2
@@ -104,22 +75,20 @@ local function draw_arrow(x, y, direction, color)
end end
end end
--- Updates DDR minigame logic.
--- @within MinigameDDRWindow
function MinigameDDRWindow.update() function MinigameDDRWindow.update()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete() Meters.on_minigame_complete()
Meter.show() Meters.show()
Window.set_current(mg.return_window) Context.active_window = mg.return_window
return return
end end
mg.frame_counter = mg.frame_counter + 1 mg.frame_counter = mg.frame_counter + 1
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
Meter.on_minigame_complete() Meters.on_minigame_complete()
Meter.show() Meters.show()
Window.set_current(mg.return_window) Context.active_window = mg.return_window
return return
end end
end end
@@ -198,8 +167,6 @@ function MinigameDDRWindow.update()
end end
end end
--- Draws DDR minigame.
--- @within MinigameDDRWindow
function MinigameDDRWindow.draw() function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
if not mg then if not mg then
@@ -207,11 +174,11 @@ function MinigameDDRWindow.draw()
print("DDR ERROR: Context not initialized", 10, 10, 12) print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12) print("Press Z to return", 10, 20, 12)
if Input.select() then if Input.select() then
Window.set_current("game") Context.active_window = WINDOW_GAME
end end
return return
end end
if mg.return_window == "game" then if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
@@ -219,7 +186,7 @@ function MinigameDDRWindow.draw()
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
local bar_color = Config.colors.light_blue local bar_color = Config.colors.green
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
bar_color = Config.colors.item bar_color = Config.colors.item
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
@@ -232,7 +199,7 @@ function MinigameDDRWindow.draw()
if mg.target_arrows then if mg.target_arrows then
for _, target in ipairs(mg.target_arrows) do for _, target in ipairs(mg.target_arrows) do
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0 local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
local color = is_pressed and Config.colors.light_blue or Config.colors.light_grey local color = is_pressed and Config.colors.green or Config.colors.light_grey
draw_arrow(target.x, mg.target_y, target.dir, color) draw_arrow(target.x, mg.target_y, target.dir, color)
end end
end end
@@ -252,14 +219,14 @@ function MinigameDDRWindow.draw()
"PATTERN MODE - Frame:" .. mg.frame_counter, "PATTERN MODE - Frame:" .. mg.frame_counter,
Config.screen.width / 2, Config.screen.width / 2,
debug_y, debug_y,
Config.colors.light_blue Config.colors.green
) )
if mg.current_song and mg.current_song.pattern then if mg.current_song and mg.current_song.pattern then
Print.text_center( Print.text_center(
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, "Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
Config.screen.width / 2, Config.screen.width / 2,
debug_y + 10, debug_y + 10,
Config.colors.light_blue Config.colors.green
) )
end end
else else

View File

@@ -1,28 +1,13 @@
--- Initializes button mash minigame state.
--- @within MinigameButtonMashWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameButtonMashWindow.init(params) function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigame.configure_button_mash(params) Context.minigame_button_mash = Minigames.configure_button_mash(params)
end end
--- Starts the button mash minigame.
--- @within MinigameButtonMashWindow
--- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameButtonMashWindow.start(return_window, params) function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params) MinigameButtonMashWindow.init(params)
local mg = Context.minigame_button_mash Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
mg.return_window = return_window or "game" Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_button_mash")
end end
--- Updates button mash minigame logic.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.update() function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
if Input.select() then if Input.select() then
@@ -33,10 +18,9 @@ function MinigameButtonMashWindow.update()
end end
end end
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete() Meters.on_minigame_complete()
Meter.show() Meters.show()
if mg.focus_center_x then Focus.stop() end Context.active_window = mg.return_window
Window.set_current(mg.return_window)
return return
end end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier) local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
@@ -47,26 +31,19 @@ function MinigameButtonMashWindow.update()
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
end end
if mg.focus_center_x then
Focus.set_percentage(mg.bar_fill / mg.max_fill)
end
end end
--- Draws button mash minigame.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.draw() function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
if mg.return_window == "game" then if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
local bar_color = Config.colors.light_blue local bar_color = Config.colors.green
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
bar_color = Config.colors.item bar_color = Config.colors.item
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
@@ -76,7 +53,7 @@ function MinigameButtonMashWindow.draw()
end end
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
button_color = Config.colors.light_blue button_color = Config.colors.green
end end
circb(mg.button_x, mg.button_y, mg.button_size, button_color) circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then

View File

@@ -1,30 +1,13 @@
--- @section MinigameRhythmWindow
--- Initializes rhythm minigame state.
--- @within MinigameRhythmWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameRhythmWindow.init(params) function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigame.configure_rhythm(params) Context.minigame_rhythm = Minigames.configure_rhythm(params)
end end
--- Starts the rhythm minigame.
--- @within MinigameRhythmWindow
--- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameRhythmWindow.start(return_window, params) function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params) MinigameRhythmWindow.init(params)
local mg = Context.minigame_rhythm Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
mg.return_window = return_window or "game" Context.active_window = WINDOW_MINIGAME_RHYTHM
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_rhythm")
end end
--- Updates rhythm minigame logic.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.update() function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction) mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
@@ -57,37 +40,29 @@ function MinigameRhythmWindow.update()
end end
end end
if mg.score >= mg.max_score then if mg.score >= mg.max_score then
Meter.on_minigame_complete() Meters.on_minigame_complete()
Meter.show() Meters.show()
if mg.focus_center_x then Focus.stop() end Context.active_window = mg.return_window
Window.set_current(mg.return_window)
return return
end end
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
end end
if mg.focus_center_x then
Focus.set_percentage(1 - mg.score / mg.max_score)
end
end end
--- Draws rhythm minigame.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.draw() function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
if mg.return_window == "game" then if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey) rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
local target_left = mg.target_center - (mg.target_width / 2) local target_left = mg.target_center - (mg.target_width / 2)
local target_x = mg.bar_x + (target_left * mg.bar_width) local target_x = mg.bar_x + (target_left * mg.bar_width)
local target_width_pixels = mg.target_width * mg.bar_width local target_width_pixels = mg.target_width * mg.bar_width
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue) rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
local line_x = mg.bar_x + (mg.line_position * mg.bar_width) local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
@@ -100,7 +75,7 @@ function MinigameRhythmWindow.draw()
) )
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
button_color = Config.colors.light_blue button_color = Config.colors.green
end end
circb(mg.button_x, mg.button_y, mg.button_size, button_color) circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then

View File

@@ -1,4 +1,3 @@
--- @section PopupWindow
local POPUP_X = 40 local POPUP_X = 40
local POPUP_Y = 40 local POPUP_Y = 40
local POPUP_WIDTH = 160 local POPUP_WIDTH = 160
@@ -6,40 +5,25 @@ local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10 local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10 local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8 local LINE_HEIGHT = 8
--- Displays a popup window.
--- @within PopupWindow
--- @param content_strings table A table of strings to display in the popup.</br>
function PopupWindow.show(content_strings) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
GameWindow.set_state("popup")
end
--- Hides the popup window.
--- @within PopupWindow
function PopupWindow.hide() function PopupWindow.hide()
Context.popup.show = false Context.popup.show = false
Context.popup.content = {} Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
GameWindow.set_state("game")
end
--- Updates popup window logic.
--- @within PopupWindow
function PopupWindow.update() function PopupWindow.update()
if Context.popup.show then if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
PopupWindow.hide()
end end
end end
end end
--- Draws the popup window.
--- @within PopupWindow
function PopupWindow.draw() function PopupWindow.draw()
if Context.popup.show then if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black) rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.light_blue) rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.green)
local current_y = TEXT_MARGIN_Y local current_y = TEXT_MARGIN_Y
for _, line in ipairs(Context.popup.content) do for _, line in ipairs(Context.popup.content) do
@@ -47,6 +31,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end end
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.light_blue) Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
end end
end end

View File

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

View File

@@ -1,16 +1,14 @@
--- Draws the splash window.
--- @within SplashWindow
function SplashWindow.draw() function SplashWindow.draw()
local txt = "Definitely not an Impostor" local txt = "Definitely not an Impostor"
local y = (Config.screen.height - 6) / 2 local w = #txt * 6
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white) local x = (240 - w) / 2
local y = (136 - 6) / 2
print(txt, x, y, 12)
end end
--- Updates the splash window logic.
--- @within SplashWindow
function SplashWindow.update() function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1 Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then if Context.splash_timer <= 0 or Input.menu_confirm() then
Window.set_current("intro") GameWindow.set_state(WINDOW_INTRO)
end end
end end