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feature/ot
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8f9e044a17
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7deeffa8d6 |
11
Makefile
11
Makefile
@@ -58,8 +58,8 @@ export: build
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|||||||
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
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@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
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watch:
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watch:
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make build
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$(MAKE) build
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fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
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fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
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import_assets: $(OUTPUT)
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import_assets: $(OUTPUT)
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@TIC_CMD="load $(OUTPUT) &"; \
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@TIC_CMD="load $(OUTPUT) &"; \
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@@ -221,10 +221,3 @@ docs: build
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.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
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.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
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#-- <WAVES>
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#-- 000:224578acdeeeeddcba95434567653100
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#-- </WAVES>
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#
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#-- <SFX>
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#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
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#-- </SFX>
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@@ -3,11 +3,11 @@ init/init.module.lua
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init/init.config.lua
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init/init.config.lua
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init/init.minigame.lua
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init/init.minigame.lua
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init/init.meter.lua
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init/init.meter.lua
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init/init.window.lua
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init/init.context.lua
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init/init.context.lua
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system/system.util.lua
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system/system.util.lua
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system/system.print.lua
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system/system.print.lua
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system/system.input.lua
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system/system.input.lua
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system/system.focus.lua
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system/system.ui.lua
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system/system.ui.lua
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audio/audio.manager.lua
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audio/audio.manager.lua
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audio/audio.songs.lua
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audio/audio.songs.lua
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@@ -1,27 +1,43 @@
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--- @section Audio
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--- Stops current music.
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--- Stops current music.
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--- @within Audio
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function Audio.music_stop() music() end
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function Audio.music_stop() music() end
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--- Plays main menu music.
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--- Plays main menu music.
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--- @within Audio
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function Audio.music_play_mainmenu() end
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function Audio.music_play_mainmenu() end
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--- Plays waking up music.
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--- Plays waking up music.
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--- @within Audio
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function Audio.music_play_wakingup() end
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function Audio.music_play_wakingup() end
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--- Plays room morning music.
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--- Plays room morning music.
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--- @within Audio
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function Audio.music_play_room_morning() end
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function Audio.music_play_room_morning() end
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--- Plays room street 1 music.
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--- Plays room street 1 music.
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--- @within Audio
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function Audio.music_play_room_street_1() end
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function Audio.music_play_room_street_1() end
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--- Plays room street 2 music.
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--- Plays room street 2 music.
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--- @within Audio
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function Audio.music_play_room_street_2() end
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function Audio.music_play_room_street_2() end
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--- Plays room music.
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--- Plays room music.
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-- TODO: function name is incomplete, determine the correct room identifier
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--- @within Audio
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function Audio.music_play_room_() end
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function Audio.music_play_room_() end
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--- Plays room work music.
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--- Plays room work music.
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--- @within Audio
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function Audio.music_play_room_work() end
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function Audio.music_play_room_work() end
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--- Plays select sound effect.
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--- Plays select sound effect.
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--- @within Audio
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function Audio.sfx_select() sfx(17, 'C-7', 30) end
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function Audio.sfx_select() sfx(17, 'C-7', 30) end
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--- Plays deselect sound effect.
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--- Plays deselect sound effect.
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--- @within Audio
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function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
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function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
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--- Plays beep sound effect.
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--- Plays beep sound effect.
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--- @within Audio
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function Audio.sfx_beep() sfx(19, 'C-6', 30) end
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function Audio.sfx_beep() sfx(19, 'C-6', 30) end
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--- Plays success sound effect.
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--- Plays success sound effect.
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--- @within Audio
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function Audio.sfx_success() sfx(16, 'C-7', 60) end
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function Audio.sfx_success() sfx(16, 'C-7', 60) end
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--- Plays bloop sound effect.
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--- Plays bloop sound effect.
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--- @within Audio
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function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
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function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
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@@ -1,6 +1,7 @@
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--- @section Songs
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-- DDR Arrow Spawn Patterns
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-- DDR Arrow Spawn Patterns
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-- Each song defines when arrows should spawn, synced to music beats
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-- Each song defines when arrows should spawn, synced to music beats
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Songs = {
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Songs = {
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-- Example song pattern
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-- Example song pattern
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test_song = {
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test_song = {
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@@ -108,10 +109,11 @@ Songs = {
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}
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}
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--- Converts beats to frames.
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--- Converts beats to frames.
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-- @param beat number The beat number.
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--- @within Songs
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-- @param bpm number Beats per minute.
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--- @param beat number The beat number.
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-- @param[opt] fps number Frames per second (default: 60).
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--- @param bpm number Beats per minute.
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-- @return number The corresponding frame number.
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--- @param[opt] fps number Frames per second (default: 60).
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--- @return number The corresponding frame number.
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function frame_from_beat(beat, bpm, fps)
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function frame_from_beat(beat, bpm, fps)
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fps = fps or 60
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fps = fps or 60
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local seconds_per_beat = 60 / bpm
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local seconds_per_beat = 60 / bpm
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@@ -120,10 +122,15 @@ function frame_from_beat(beat, bpm, fps)
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end
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end
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--- Converts beat notation to frame pattern.
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--- Converts beat notation to frame pattern.
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-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
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--- @within Songs
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-- @param bpm number Beats per minute.
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--- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
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-- @param[opt] fps number Frames per second (default: 60).
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--- @param beats.1 number The beat number.
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-- @return table The generated pattern.
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--- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
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--- @param bpm number Beats per minute.
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--- @param[opt] fps number Frames per second (default: 60).
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--- @return result table The generated pattern, an array of arrow spawn entries.
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--- @return result.frame number The frame number when the arrow should spawn.
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--- @return result.dir string Arrow direction ("left", "down", "up", or "right").
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function beats_to_pattern(beats, bpm, fps)
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function beats_to_pattern(beats, bpm, fps)
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fps = fps or 60
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fps = fps or 60
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local pattern = {}
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local pattern = {}
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@@ -1,7 +1,13 @@
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--- @section Decision
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local _decisions = {}
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local _decisions = {}
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--- Registers a decision definition.
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--- Registers a decision definition.
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-- @param decision table The decision data table.
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--- @within Decision
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--- @param decision table The decision data table.
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--- @param decision.id string Unique decision identifier.
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--- @param decision.label string Display text for the decision.
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--- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true.
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--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
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function Decision.register(decision)
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function Decision.register(decision)
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if not decision or not decision.id then
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if not decision or not decision.id then
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PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
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PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
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@@ -25,21 +31,37 @@ function Decision.register(decision)
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end
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end
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--- Gets a decision by ID.
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--- Gets a decision by ID.
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-- @param id string The ID of the decision.
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--- @within Decision
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-- @return table The decision table or nil.
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--- @param id string The ID of the decision.
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function Decision.get(id)
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--- @return result table The decision table or nil.
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--- @return result.id string Unique decision identifier.
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--- @return result.label string Display text for the decision.
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--- @return result.condition function Returns true if decision is available.
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--- @return result.handle function Called when the decision is selected.
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function Decision.get_by_id(id)
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return _decisions[id]
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return _decisions[id]
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end
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end
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--- Gets all registered decisions.
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--- Gets all registered decisions.
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-- @return table A table of all registered decisions.
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--- @within Decision
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function Decision.get_all_registered()
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--- @return result table A table of all registered decisions, indexed by their IDs.
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--- @return result.id string Unique decision identifier.
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--- @return result.label string Display text for the decision.
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--- @return result.condition function Returns true if decision is available.
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--- @return result.handle function Called when the decision is selected.
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function Decision.get_all()
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return _decisions
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return _decisions
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end
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end
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--- Gets decision objects based on a screen's data.
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--- Gets decision objects based on a screen's data.
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-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
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--- @within Decision
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-- @return table A table containing decision objects relevant to the screen.
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--- @param screen_data table The data for the screen.
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--- @param screen_data.decisions table Array of decision ID strings.
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--- @return result table An array of decision objects relevant to the screen.
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--- @return result.id string Unique decision identifier.
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--- @return result.label string Display text for the decision.
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--- @return result.condition function Returns true if decision is available.
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--- @return result.handle function Called when the decision is selected.
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function Decision.get_for_screen(screen_data)
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function Decision.get_for_screen(screen_data)
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if not screen_data or not screen_data.decisions then
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if not screen_data or not screen_data.decisions then
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return {}
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return {}
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@@ -47,7 +69,7 @@ function Decision.get_for_screen(screen_data)
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local screen_decisions = {}
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local screen_decisions = {}
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for _, decision_id in ipairs(screen_data.decisions) do
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for _, decision_id in ipairs(screen_data.decisions) do
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local decision = Decision.get(decision_id)
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local decision = Decision.get_by_id(decision_id)
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if decision then
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if decision then
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table.insert(screen_decisions, decision)
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table.insert(screen_decisions, decision)
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end
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end
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@@ -56,8 +78,13 @@ function Decision.get_for_screen(screen_data)
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end
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end
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--- Filters a list of decision objects based on their condition function.
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--- Filters a list of decision objects based on their condition function.
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-- @param decisions_list table A table of decision objects.
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--- @within Decision
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-- @return table A new table containing only the decisions for which condition() is true.
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--- @param decisions_list table A table of decision objects.
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--- @return result table An array of decisions for which condition() is true.
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--- @return result.id string Unique decision identifier.
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--- @return result.label string Display text for the decision.
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--- @return result.condition function Returns true if decision is available.
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--- @return result.handle function Called when the decision is selected.
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function Decision.filter_available(decisions_list)
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function Decision.filter_available(decisions_list)
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local available = {}
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local available = {}
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for _, decision in ipairs(decisions_list) do
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for _, decision in ipairs(decisions_list) do
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@@ -1,5 +1,12 @@
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Decision.register({
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Decision.register({
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id = "play_button_mash",
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id = "play_button_mash",
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label = "Play Button Mash",
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label = "Play Button Mash",
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handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
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handle = function()
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Meter.hide()
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MinigameButtonMashWindow.start("game", {
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focus_center_x = Config.screen.width / 2,
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focus_center_y = Config.screen.height / 2,
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focus_initial_radius = 0,
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})
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end,
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})
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})
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@@ -1,5 +1,12 @@
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Decision.register({
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Decision.register({
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id = "play_rhythm",
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id = "play_rhythm",
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label = "Play Rhythm Game",
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label = "Play Rhythm Game",
|
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handle = function() Meter.hide() MinigameRhythmWindow.start("game") end,
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handle = function()
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Meter.hide()
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MinigameRhythmWindow.start("game", {
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|
focus_center_x = Config.screen.width / 2,
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focus_center_y = Config.screen.height / 2,
|
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focus_initial_radius = 0,
|
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|
})
|
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|
end,
|
||||||
})
|
})
|
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|
|||||||
@@ -1,5 +1,7 @@
|
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Config = {}
|
Config = {}
|
||||||
|
|
||||||
|
--- Return initial data for Config
|
||||||
|
--- @within Config
|
||||||
function Config.initial_data()
|
function Config.initial_data()
|
||||||
return {
|
return {
|
||||||
screen = {
|
screen = {
|
||||||
@@ -24,6 +26,7 @@ function Config.initial_data()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Restores default configuration settings.
|
--- Restores default configuration settings.
|
||||||
|
--- @within Config
|
||||||
function Config.reset()
|
function Config.reset()
|
||||||
local initial = Config.initial_data()
|
local initial = Config.initial_data()
|
||||||
Config.screen = initial.screen
|
Config.screen = initial.screen
|
||||||
@@ -37,12 +40,14 @@ local CONFIG_SPLASH_DURATION_ADDRESS = 3
|
|||||||
local CONFIG_MAGIC_VALUE = 0xDE
|
local CONFIG_MAGIC_VALUE = 0xDE
|
||||||
|
|
||||||
--- Saves the current configuration.
|
--- Saves the current configuration.
|
||||||
|
--- @within Config
|
||||||
function Config.save()
|
function Config.save()
|
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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)
|
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Loads saved configuration.
|
--- 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)
|
||||||
|
|||||||
@@ -3,10 +3,21 @@ local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
|||||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||||
|
|
||||||
--- Global game context.
|
--- Global game context.
|
||||||
|
--- @section Context
|
||||||
Context = {}
|
Context = {}
|
||||||
|
|
||||||
--- Gets initial data for Context.
|
--- Gets initial data for Context.
|
||||||
-- @return table Initial context data.
|
--- @within Context
|
||||||
|
--- @return result table Initial context data.
|
||||||
|
--- @return result.current_menu_item number Index of the currently selected menu item.
|
||||||
|
--- @return result.splash_timer number Remaining frames for the splash screen timer.
|
||||||
|
--- @return result.popup table Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.
|
||||||
|
--- @return result.game_in_progress boolean Whether a game is currently active.
|
||||||
|
--- @return result.minigame_ddr table DDR minigame state (see Minigame.get_default_ddr).
|
||||||
|
--- @return result.minigame_button_mash table Button mash minigame state (see Minigame.get_default_button_mash).
|
||||||
|
--- @return result.minigame_rhythm table Rhythm minigame state (see Minigame.get_default_rhythm).
|
||||||
|
--- @return result.meters table Meter values (see Meter.get_initial).
|
||||||
|
--- @return result.game table Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.
|
||||||
function Context.initial_data()
|
function Context.initial_data()
|
||||||
return {
|
return {
|
||||||
current_menu_item = 1,
|
current_menu_item = 1,
|
||||||
@@ -28,10 +39,12 @@ function Context.initial_data()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Resets game context to initial state.
|
--- Resets game context to initial state.
|
||||||
|
--- @within Context
|
||||||
function Context.reset()
|
function Context.reset()
|
||||||
local initial_data = Context.initial_data()
|
local initial_data = Context.initial_data()
|
||||||
for k in pairs(Context) do
|
for k in pairs(Context) do
|
||||||
if type(Context[k]) ~= "function" then Context[k] = nil
|
if type(Context[k]) ~= "function" then
|
||||||
|
Context[k] = nil
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -41,6 +54,7 @@ function Context.reset()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Starts a new game.
|
--- Starts a new game.
|
||||||
|
--- @within Context
|
||||||
function Context.new_game()
|
function Context.new_game()
|
||||||
Context.reset()
|
Context.reset()
|
||||||
Context.game_in_progress = true
|
Context.game_in_progress = true
|
||||||
@@ -49,15 +63,17 @@ function Context.new_game()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Saves the current game state.
|
--- 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)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Loads a saved game state.
|
--- 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()
|
Context.reset()
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
--- @section Meter
|
||||||
local METER_MAX = 1000
|
local METER_MAX = 1000
|
||||||
local METER_DEFAULT = 500
|
local METER_DEFAULT = 500
|
||||||
local METER_DECAY_PER_FRAME = 0.02
|
local METER_DECAY_PER_FRAME = 0.02
|
||||||
@@ -13,7 +14,14 @@ Meter.COLOR_BM = Config.colors.black
|
|||||||
Meter.COLOR_BG = Config.colors.meter_bg
|
Meter.COLOR_BG = Config.colors.meter_bg
|
||||||
|
|
||||||
--- Gets initial meter values.
|
--- Gets initial meter values.
|
||||||
-- @return table A table of initial meter values.
|
--- @within Meter
|
||||||
|
--- @return result table A table of initial meter values.
|
||||||
|
--- @return result.ism number Initial ISM meter value.
|
||||||
|
--- @return result.wpm number Initial WPM meter value.
|
||||||
|
--- @return result.bm number Initial BM meter value.
|
||||||
|
--- @return result.combo number Current combo count.
|
||||||
|
--- @return result.combo_timer number Frames since last combo action.
|
||||||
|
--- @return result.hidden boolean Whether meters are hidden.
|
||||||
function Meter.get_initial()
|
function Meter.get_initial()
|
||||||
return {
|
return {
|
||||||
ism = METER_DEFAULT,
|
ism = METER_DEFAULT,
|
||||||
@@ -26,23 +34,27 @@ function Meter.get_initial()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Hides meters.
|
--- Hides meters.
|
||||||
|
--- @within Meter
|
||||||
function Meter.hide()
|
function Meter.hide()
|
||||||
if Context and Context.meters then Context.meters.hidden = true end
|
if Context and Context.meters then Context.meters.hidden = true end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Shows meters.
|
--- Shows meters.
|
||||||
|
--- @within Meter
|
||||||
function Meter.show()
|
function Meter.show()
|
||||||
if Context and Context.meters then Context.meters.hidden = false end
|
if Context and Context.meters then Context.meters.hidden = false end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets max meter value.
|
--- Gets max meter value.
|
||||||
-- @return number The maximum meter value.
|
--- @within Meter
|
||||||
|
--- @return number The maximum meter value.
|
||||||
function Meter.get_max()
|
function Meter.get_max()
|
||||||
return METER_MAX
|
return METER_MAX
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets combo multiplier.
|
--- Gets combo multiplier.
|
||||||
-- @return number The current combo multiplier.
|
--- @within Meter
|
||||||
|
--- @return number The current combo multiplier.
|
||||||
function Meter.get_combo_multiplier()
|
function Meter.get_combo_multiplier()
|
||||||
if not Context or not Context.meters then return 1 end
|
if not Context or not Context.meters then return 1 end
|
||||||
local combo = Context.meters.combo
|
local combo = Context.meters.combo
|
||||||
@@ -51,6 +63,7 @@ function Meter.get_combo_multiplier()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Updates all meters.
|
--- Updates all meters.
|
||||||
|
--- @within Meter
|
||||||
function Meter.update()
|
function Meter.update()
|
||||||
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
|
||||||
local m = Context.meters
|
local m = Context.meters
|
||||||
@@ -67,8 +80,9 @@ function Meter.update()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Adds amount to a meter.
|
--- Adds amount to a meter.
|
||||||
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
|
--- @within Meter
|
||||||
-- @param amount number The amount to add.
|
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
|
||||||
|
--- @param amount number The amount to add.
|
||||||
function Meter.add(key, amount)
|
function Meter.add(key, amount)
|
||||||
if not Context or not Context.meters then return end
|
if not Context or not Context.meters then return end
|
||||||
local m = Context.meters
|
local m = Context.meters
|
||||||
@@ -78,6 +92,7 @@ function Meter.add(key, amount)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Called on minigame completion.
|
--- Called on minigame completion.
|
||||||
|
--- @within Meter
|
||||||
function Meter.on_minigame_complete()
|
function Meter.on_minigame_complete()
|
||||||
local m = Context.meters
|
local m = Context.meters
|
||||||
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
|
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
|
||||||
|
|||||||
@@ -1,10 +1,11 @@
|
|||||||
-- Manages minigame configurations and initial states.
|
-- Manages minigame configurations and initial states.
|
||||||
Minigame = {}
|
--- @section Minigame
|
||||||
|
|
||||||
--- Applies parameters to defaults.
|
--- Applies parameters to defaults
|
||||||
-- @param defaults table The default configuration table.
|
--- @within Minigame
|
||||||
-- @param params table The parameters to apply.
|
--- @param defaults table The default configuration table.
|
||||||
-- @return table The updated configuration table.
|
--- @param params table The parameters to apply.
|
||||||
|
--- @return table The updated configuration table.
|
||||||
local function apply_params(defaults, params)
|
local function apply_params(defaults, params)
|
||||||
if not params then return defaults end
|
if not params then return defaults end
|
||||||
for k, v in pairs(params) do
|
for k, v in pairs(params) do
|
||||||
@@ -14,7 +15,33 @@ local function apply_params(defaults, params)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Gets default DDR minigame configuration.
|
--- Gets default DDR minigame configuration.
|
||||||
-- @return table The default DDR minigame configuration.
|
--- @within Minigame
|
||||||
|
--- @return result table The default DDR minigame configuration.
|
||||||
|
--- @return result.bar_fill number Current fill level of the progress bar.
|
||||||
|
--- @return result.max_fill number Maximum fill value to win.
|
||||||
|
--- @return result.fill_per_hit number Fill gained per successful hit.
|
||||||
|
--- @return result.miss_penalty number Fill lost per miss.
|
||||||
|
--- @return result.bar_x number Progress bar X position.
|
||||||
|
--- @return result.bar_y number Progress bar Y position.
|
||||||
|
--- @return result.bar_width number Progress bar width.
|
||||||
|
--- @return result.bar_height number Progress bar height.
|
||||||
|
--- @return result.arrow_size number Size of arrow sprites.
|
||||||
|
--- @return result.arrow_spawn_timer number Timer for arrow spawning.
|
||||||
|
--- @return result.arrow_spawn_interval number Frames between arrow spawns.
|
||||||
|
--- @return result.arrow_fall_speed number Speed of falling arrows.
|
||||||
|
--- @return result.arrows table Array of active arrow objects.
|
||||||
|
--- @return result.target_y number Y position of the target line.
|
||||||
|
--- @return result.target_arrows table Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.
|
||||||
|
--- @return result.hit_threshold number Pixel distance for a valid hit.
|
||||||
|
--- @return result.button_pressed_timers table Per-button press animation timers.
|
||||||
|
--- @return result.button_press_duration number Duration of button press animation.
|
||||||
|
--- @return result.input_cooldowns table Per-direction cooldown timers (left, down, up, right).
|
||||||
|
--- @return result.input_cooldown_duration number Frames of input cooldown.
|
||||||
|
--- @return result.frame_counter number Global frame counter.
|
||||||
|
--- @return result.current_song table Currently playing song data.
|
||||||
|
--- @return result.pattern_index number Current index in song pattern.
|
||||||
|
--- @return result.use_pattern boolean Whether to use song pattern for spawning.
|
||||||
|
--- @return result.return_window string Window ID to return to after minigame.
|
||||||
function Minigame.get_default_ddr()
|
function Minigame.get_default_ddr()
|
||||||
local arrow_size = 12
|
local arrow_size = 12
|
||||||
local arrow_spacing = 30
|
local arrow_spacing = 30
|
||||||
@@ -55,7 +82,23 @@ function Minigame.get_default_ddr()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Gets default button mash minigame configuration.
|
--- Gets default button mash minigame configuration.
|
||||||
-- @return table The default button mash minigame configuration.
|
--- @within Minigame
|
||||||
|
--- @return result table The default button mash minigame configuration.
|
||||||
|
--- @return result.bar_fill number Current fill level of the progress bar.
|
||||||
|
--- @return result.max_fill number Maximum fill value to win.
|
||||||
|
--- @return result.fill_per_press number Fill gained per button press.
|
||||||
|
--- @return result.base_degradation number Base rate of bar degradation per frame.
|
||||||
|
--- @return result.degradation_multiplier number Multiplier for degradation scaling.
|
||||||
|
--- @return result.button_pressed_timer number Button press animation timer.
|
||||||
|
--- @return result.button_press_duration number Duration of button press animation.
|
||||||
|
--- @return result.return_window string Window ID to return to after minigame.
|
||||||
|
--- @return result.bar_x number Progress bar X position.
|
||||||
|
--- @return result.bar_y number Progress bar Y position.
|
||||||
|
--- @return result.bar_width number Progress bar width.
|
||||||
|
--- @return result.bar_height number Progress bar height.
|
||||||
|
--- @return result.button_x number Button indicator X position.
|
||||||
|
--- @return result.button_y number Button indicator Y position.
|
||||||
|
--- @return result.button_size number Button indicator size.
|
||||||
function Minigame.get_default_button_mash()
|
function Minigame.get_default_button_mash()
|
||||||
return {
|
return {
|
||||||
bar_fill = 0,
|
bar_fill = 0,
|
||||||
@@ -72,12 +115,38 @@ function Minigame.get_default_button_mash()
|
|||||||
bar_height = 12,
|
bar_height = 12,
|
||||||
button_x = 20,
|
button_x = 20,
|
||||||
button_y = 110,
|
button_y = 110,
|
||||||
button_size = 12
|
button_size = 12,
|
||||||
|
focus_center_x = nil,
|
||||||
|
focus_center_y = nil,
|
||||||
|
focus_initial_radius = 0
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets default rhythm minigame configuration.
|
--- Gets default rhythm minigame configuration.
|
||||||
-- @return table The default rhythm minigame configuration.
|
--- @within Minigame
|
||||||
|
--- @return result table The default rhythm minigame configuration.
|
||||||
|
--- @return result.line_position number Current position of the moving line (0-1).
|
||||||
|
--- @return result.line_speed number Speed of the moving line per frame.
|
||||||
|
--- @return result.line_direction number Direction of line movement (1 or -1).
|
||||||
|
--- @return result.target_center number Center of the target zone (0-1).
|
||||||
|
--- @return result.target_width number Current width of the target zone.
|
||||||
|
--- @return result.initial_target_width number Starting width of the target zone.
|
||||||
|
--- @return result.min_target_width number Minimum width the target zone can shrink to.
|
||||||
|
--- @return result.target_shrink_rate number Multiplier applied to target width after each hit.
|
||||||
|
--- @return result.score number Current score.
|
||||||
|
--- @return result.max_score number Score needed to win.
|
||||||
|
--- @return result.button_pressed_timer number Button press animation timer.
|
||||||
|
--- @return result.button_press_duration number Duration of button press animation.
|
||||||
|
--- @return result.return_window string Window ID to return to after minigame.
|
||||||
|
--- @return result.bar_x number Progress bar X position.
|
||||||
|
--- @return result.bar_y number Progress bar Y position.
|
||||||
|
--- @return result.bar_width number Progress bar width.
|
||||||
|
--- @return result.bar_height number Progress bar height.
|
||||||
|
--- @return result.button_x number Button indicator X position.
|
||||||
|
--- @return result.button_y number Button indicator Y position.
|
||||||
|
--- @return result.button_size number Button indicator size.
|
||||||
|
--- @return result.press_cooldown number Current cooldown timer.
|
||||||
|
--- @return result.press_cooldown_duration number Frames of press cooldown.
|
||||||
function Minigame.get_default_rhythm()
|
function Minigame.get_default_rhythm()
|
||||||
return {
|
return {
|
||||||
line_position = 0,
|
line_position = 0,
|
||||||
@@ -101,27 +170,95 @@ function Minigame.get_default_rhythm()
|
|||||||
button_y = 110,
|
button_y = 110,
|
||||||
button_size = 10,
|
button_size = 10,
|
||||||
press_cooldown = 0,
|
press_cooldown = 0,
|
||||||
press_cooldown_duration = 15
|
press_cooldown_duration = 15,
|
||||||
|
focus_center_x = nil,
|
||||||
|
focus_center_y = nil,
|
||||||
|
focus_initial_radius = 0
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Configures DDR minigame.
|
--- Configures DDR minigame.
|
||||||
-- @param params table Optional parameters to override defaults.
|
--- @within Minigame
|
||||||
-- @return table The configured DDR minigame state.
|
--- @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)
|
function Minigame.configure_ddr(params)
|
||||||
return apply_params(Minigame.get_default_ddr(), params)
|
return apply_params(Minigame.get_default_ddr(), params)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Configures button mash minigame.
|
--- Configures button mash minigame.
|
||||||
-- @param params table Optional parameters to override defaults.
|
--- @within Minigame
|
||||||
-- @return table The configured button mash minigame state.
|
--- @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)
|
function Minigame.configure_button_mash(params)
|
||||||
return apply_params(Minigame.get_default_button_mash(), params)
|
return apply_params(Minigame.get_default_button_mash(), params)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Configures rhythm minigame.
|
--- Configures rhythm minigame.
|
||||||
-- @param params table Optional parameters to override defaults.
|
--- @within Minigame
|
||||||
-- @return table The configured rhythm minigame state.
|
--- @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)
|
function Minigame.configure_rhythm(params)
|
||||||
return apply_params(Minigame.get_default_rhythm(), params)
|
return apply_params(Minigame.get_default_rhythm(), params)
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -11,3 +11,4 @@ Print = {}
|
|||||||
Input = {}
|
Input = {}
|
||||||
Sprite = {}
|
Sprite = {}
|
||||||
Audio = {}
|
Audio = {}
|
||||||
|
Focus = {}
|
||||||
|
|||||||
@@ -1,9 +1,19 @@
|
|||||||
-- Manages game maps.
|
-- Manages game maps.
|
||||||
|
--- @section Map
|
||||||
|
|
||||||
|
|
||||||
local _maps = {}
|
local _maps = {}
|
||||||
|
|
||||||
--- Gets all registered maps as an array.
|
--- Gets all registered maps as an array.
|
||||||
-- @return table An array of registered map data.
|
--- @within Map
|
||||||
|
--- @return result table An array of registered map data.
|
||||||
|
--- @return result.id string Unique map identifier.
|
||||||
|
--- @return result.from_x number Source tile X coordinate in the map sheet.
|
||||||
|
--- @return result.from_y number Source tile Y coordinate in the map sheet.
|
||||||
|
--- @return result.width number Width in tiles.
|
||||||
|
--- @return result.height number Height in tiles.
|
||||||
|
--- @return result.to_x number Destination X coordinate on screen.
|
||||||
|
--- @return result.to_y number Destination Y coordinate on screen.
|
||||||
function Map.get_maps_array()
|
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
|
||||||
@@ -13,7 +23,15 @@ function Map.get_maps_array()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Registers a map definition.
|
--- Registers a map definition.
|
||||||
-- @param map_data table The map data table.
|
--- @within Map
|
||||||
|
--- @param map_data table The map data table.
|
||||||
|
--- @param map_data.id string Unique map identifier.
|
||||||
|
--- @param map_data.from_x number Source tile X coordinate in the map sheet.
|
||||||
|
--- @param map_data.from_y number Source tile Y coordinate in the map sheet.
|
||||||
|
--- @param map_data.width number Width in tiles.
|
||||||
|
--- @param map_data.height number Height in tiles.
|
||||||
|
--- @param map_data.to_x number Destination X coordinate on screen.
|
||||||
|
--- @param map_data.to_y number Destination Y coordinate on screen.
|
||||||
function Map.register(map_data)
|
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)
|
||||||
@@ -22,14 +40,23 @@ function Map.register(map_data)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Gets a map by ID.
|
--- Gets a map by ID.
|
||||||
-- @param map_id string The ID of the map.
|
--- @within Map
|
||||||
-- @return table The map data table or nil.
|
--- @param map_id string The ID of the map.
|
||||||
|
--- @return result table The map data table or nil.
|
||||||
|
--- @return result.id string Unique map identifier.
|
||||||
|
--- @return result.from_x number Source tile X coordinate in the map sheet.
|
||||||
|
--- @return result.from_y number Source tile Y coordinate in the map sheet.
|
||||||
|
--- @return result.width number Width in tiles.
|
||||||
|
--- @return result.height number Height in tiles.
|
||||||
|
--- @return result.to_x number Destination X coordinate on screen.
|
||||||
|
--- @return result.to_y number Destination Y coordinate on screen.
|
||||||
function Map.get_by_id(map_id)
|
function Map.get_by_id(map_id)
|
||||||
return _maps[map_id]
|
return _maps[map_id]
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws a map.
|
--- Draws a map.
|
||||||
-- @param map_id string The ID of the map to draw.
|
--- @within Map
|
||||||
|
--- @param map_id string The ID of the map to draw.
|
||||||
function Map.draw(map_id)
|
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
|
||||||
|
|||||||
@@ -1,7 +1,16 @@
|
|||||||
|
--- @section Screen
|
||||||
local _screens = {}
|
local _screens = {}
|
||||||
|
|
||||||
--- Registers a screen definition.
|
--- Registers a screen definition.
|
||||||
-- @param screen_data table The screen data table.
|
--- @within Screen
|
||||||
|
--- @param screen_data table The screen data table.
|
||||||
|
--- @param screen_data.id string Unique screen identifier.
|
||||||
|
--- @param screen_data.name string Display name of the screen.
|
||||||
|
--- @param screen_data.decisions table Array of decision ID strings available on this screen.
|
||||||
|
--- @param screen_data.background string Map ID used as background.
|
||||||
|
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
|
||||||
|
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
|
||||||
|
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
|
||||||
function Screen.register(screen_data)
|
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)
|
||||||
@@ -19,14 +28,30 @@ function Screen.register(screen_data)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Gets a screen by ID.
|
--- Gets a screen by ID.
|
||||||
-- @param screen_id string The ID of the screen.
|
--- @within Screen
|
||||||
-- @return table The screen table or nil.
|
--- @param screen_id string The ID of the screen.
|
||||||
|
--- @return result table The screen table or nil.
|
||||||
|
--- @return result.id string Unique screen identifier.
|
||||||
|
--- @return result.name string Display name of the screen.
|
||||||
|
--- @return result.decisions table Array of decision ID strings available on this screen.
|
||||||
|
--- @return result.background string Map ID used as background.
|
||||||
|
--- @return result.situations table Array of situation ID strings.
|
||||||
|
--- @return result.init function Called when the screen is entered.
|
||||||
|
--- @return result.update function Called each frame while screen is active.
|
||||||
function Screen.get_by_id(screen_id)
|
function Screen.get_by_id(screen_id)
|
||||||
return _screens[screen_id]
|
return _screens[screen_id]
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets all registered screens.
|
--- Gets all registered screens.
|
||||||
-- @return table A table containing all registered screen data, indexed by their IDs.
|
--- @within Screen
|
||||||
|
--- @return result table A table containing all registered screen data, indexed by their IDs.
|
||||||
|
--- @return result.id string Unique screen identifier.
|
||||||
|
--- @return result.name string Display name of the screen.
|
||||||
|
--- @return result.decisions table Array of decision ID strings available on this screen.
|
||||||
|
--- @return result.background string Map ID used as background.
|
||||||
|
--- @return result.situations table Array of situation ID strings.
|
||||||
|
--- @return result.init function Called when the screen is entered.
|
||||||
|
--- @return result.update function Called each frame while screen is active.
|
||||||
function Screen.get_all()
|
function Screen.get_all()
|
||||||
return _screens
|
return _screens
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
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",
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
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",
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
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",
|
||||||
|
|||||||
@@ -1,7 +1,13 @@
|
|||||||
|
--- @section Situation
|
||||||
local _situations = {}
|
local _situations = {}
|
||||||
|
|
||||||
--- Registers a situation definition.
|
--- Registers a situation definition.
|
||||||
-- @param situation table The situation data table.
|
--- @within Situation
|
||||||
|
--- @param situation table The situation data table.
|
||||||
|
--- @param situation.id string Unique situation identifier.
|
||||||
|
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to.
|
||||||
|
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.
|
||||||
|
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.
|
||||||
function Situation.register(situation)
|
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)!"})
|
||||||
@@ -20,15 +26,25 @@ function Situation.register(situation)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Gets a situation by ID.
|
--- Gets a situation by ID.
|
||||||
-- @param id string The situation ID.
|
--- @within Situation
|
||||||
-- @return table The situation table or nil.
|
--- @param id string The situation ID.
|
||||||
|
--- @return result table The situation table or nil.
|
||||||
|
--- @return result.id string Unique situation identifier.
|
||||||
|
--- @return result.screen_id string ID of the screen this situation belongs to.
|
||||||
|
--- @return result.handle function Called when the situation is applied.
|
||||||
|
--- @return result.update function Called each frame while situation is active.
|
||||||
function Situation.get_by_id(id)
|
function Situation.get_by_id(id)
|
||||||
return _situations[id]
|
return _situations[id]
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets all registered situations, optionally filtered by screen ID.
|
--- Gets all registered situations, optionally filtered by screen ID.
|
||||||
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
|
--- @within Situation
|
||||||
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
|
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
|
||||||
|
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id.
|
||||||
|
--- @return result.id string Unique situation identifier.
|
||||||
|
--- @return result.screen_id string ID of the screen this situation belongs to.
|
||||||
|
--- @return result.handle function Called when the situation is applied.
|
||||||
|
--- @return result.update function Called each frame while situation is active.
|
||||||
function Situation.get_all(screen_id)
|
function Situation.get_all(screen_id)
|
||||||
if screen_id then
|
if screen_id then
|
||||||
local filtered_situations = {}
|
local filtered_situations = {}
|
||||||
@@ -43,9 +59,10 @@ function Situation.get_all(screen_id)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
|
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
|
||||||
-- @param id string The situation ID to apply.
|
--- @within Situation
|
||||||
-- @param current_screen_id string The ID of the currently active screen.
|
--- @param id string The situation ID to apply.
|
||||||
-- @return string|nil The ID of the applied situation if successful, otherwise nil.
|
--- @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)
|
function Situation.apply(id, current_screen_id)
|
||||||
local situation = Situation.get_by_id(id)
|
local situation = Situation.get_by_id(id)
|
||||||
local screen = Screen.get_by_id(current_screen_id)
|
local screen = Screen.get_by_id(current_screen_id)
|
||||||
|
|||||||
@@ -1,8 +1,18 @@
|
|||||||
|
--- @section Sprite
|
||||||
local _sprites = {}
|
local _sprites = {}
|
||||||
local _active_sprites = {}
|
local _active_sprites = {}
|
||||||
|
|
||||||
--- Registers a sprite definition.
|
--- Registers a sprite definition.
|
||||||
-- @param sprite_data table A table containing the sprite definition.
|
--- @within Sprite
|
||||||
|
--- @param sprite_data table A table containing the sprite definition.
|
||||||
|
--- @param sprite_data.id string Unique sprite identifier.
|
||||||
|
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode.
|
||||||
|
--- @param[opt] sprite_data.colorkey number Default color index for transparency.
|
||||||
|
--- @param[opt] sprite_data.scale number Default scaling factor.
|
||||||
|
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.
|
||||||
|
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.
|
||||||
|
--- @param[opt] sprite_data.rot number Default rotation in degrees.
|
||||||
|
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.
|
||||||
function Sprite.register(sprite_data)
|
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)!")
|
||||||
@@ -15,14 +25,15 @@ function Sprite.register(sprite_data)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Schedules a sprite for drawing.
|
--- Schedules a sprite for drawing.
|
||||||
-- @param id string The unique identifier of the sprite.
|
--- @within Sprite
|
||||||
-- @param x number The x-coordinate.
|
--- @param id string The unique identifier of the sprite.
|
||||||
-- @param y number The y-coordinate.
|
--- @param x number The x-coordinate.
|
||||||
-- @param[opt] colorkey number The color index for transparency.
|
--- @param y number The y-coordinate.
|
||||||
-- @param[opt] scale number The scaling factor.
|
--- @param[opt] colorkey number The color index for transparency.
|
||||||
-- @param[opt] flip_x number Set to 1 to flip horizontally.
|
--- @param[opt] scale number The scaling factor.
|
||||||
-- @param[opt] flip_y number Set to 1 to flip vertically.
|
--- @param[opt] flip_x number Set to 1 to flip horizontally.
|
||||||
-- @param[opt] rot number The rotation in degrees.
|
--- @param[opt] flip_y number Set to 1 to flip vertically.
|
||||||
|
--- @param[opt] rot number The rotation in degrees.
|
||||||
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||||
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)
|
||||||
@@ -42,12 +53,14 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Hides a displayed sprite.
|
--- Hides a displayed sprite.
|
||||||
-- @param id string The unique identifier of the sprite.
|
--- @within Sprite
|
||||||
|
--- @param id string The unique identifier of the sprite.
|
||||||
function Sprite.hide(id)
|
function Sprite.hide(id)
|
||||||
_active_sprites[id] = nil
|
_active_sprites[id] = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws all scheduled sprites.
|
--- Draws all scheduled sprites.
|
||||||
|
--- @within Sprite
|
||||||
function Sprite.draw()
|
function Sprite.draw()
|
||||||
for id, params in pairs(_active_sprites) do
|
for id, params in pairs(_active_sprites) do
|
||||||
local sprite_data = _sprites[id]
|
local sprite_data = _sprites[id]
|
||||||
|
|||||||
166
inc/system/system.focus.lua
Normal file
166
inc/system/system.focus.lua
Normal file
@@ -0,0 +1,166 @@
|
|||||||
|
--- @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 center_x number The x-coordinate of the circle center.
|
||||||
|
--- @param center_y 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 center_x number The x-coordinate of the circle center.
|
||||||
|
--- @param center_y 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 center_x number The x-coordinate of the circle center.
|
||||||
|
--- @param center_y 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
|
||||||
@@ -1,27 +1,39 @@
|
|||||||
|
--- @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_B = 5 local INPUT_KEY_Y = 7
|
local INPUT_KEY_A = 4
|
||||||
|
local INPUT_KEY_B = 5
|
||||||
|
local INPUT_KEY_Y = 7
|
||||||
local INPUT_KEY_SPACE = 48
|
local INPUT_KEY_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.
|
--- 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.
|
--- 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.
|
--- 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.
|
--- 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.
|
--- 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.
|
--- 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.
|
--- Checks if Player Interact is pressed.
|
||||||
|
--- @within Input
|
||||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
|
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
|
||||||
--- Checks if Menu Back is pressed.
|
--- Checks if Menu Back is pressed.
|
||||||
|
--- @within Input
|
||||||
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||||
--- Checks if Toggle Popup is pressed.
|
--- 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
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
|
--- @section Main
|
||||||
local initialized_game = false
|
local initialized_game = false
|
||||||
|
|
||||||
--- Initializes game state.
|
--- Initializes game state.
|
||||||
|
--- @within Main
|
||||||
local function init_game()
|
local function init_game()
|
||||||
if initialized_game then return end
|
if initialized_game then return end
|
||||||
Context.reset()
|
Context.reset()
|
||||||
@@ -10,6 +12,7 @@ local function init_game()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Main game loop (TIC-80 callback).
|
--- Main game loop (TIC-80 callback).
|
||||||
|
--- @within Main
|
||||||
function TIC()
|
function TIC()
|
||||||
init_game()
|
init_game()
|
||||||
cls(Config.colors.black)
|
cls(Config.colors.black)
|
||||||
|
|||||||
@@ -1,10 +1,13 @@
|
|||||||
|
--- @section Print
|
||||||
|
|
||||||
--- Prints text with shadow.
|
--- Prints text with shadow.
|
||||||
-- @param text string The text to print.
|
--- @within Print
|
||||||
-- @param x number The x-coordinate.
|
--- @param text string The text to print.
|
||||||
-- @param y number The y-coordinate.
|
--- @param x number The x-coordinate.
|
||||||
-- @param color number The color of the text.
|
--- @param y number The y-coordinate.
|
||||||
-- @param[opt] fixed boolean If true, uses fixed-width font.
|
--- @param color number The color of the text.
|
||||||
-- @param[opt] scale number The scaling factor.
|
--- @param[opt] fixed boolean If true, uses fixed-width font.
|
||||||
|
--- @param[opt] scale number The scaling factor.
|
||||||
function Print.text(text, x, y, color, fixed, scale)
|
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
|
||||||
@@ -14,12 +17,13 @@ function Print.text(text, x, y, color, fixed, scale)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Prints centered text with shadow.
|
--- Prints centered text with shadow.
|
||||||
-- @param text string The text to print.
|
--- @within Print
|
||||||
-- @param x number The x-coordinate for centering.
|
--- @param text string The text to print.
|
||||||
-- @param y number The y-coordinate.
|
--- @param x number The x-coordinate for centering.
|
||||||
-- @param color number The color of the text.
|
--- @param y number The y-coordinate.
|
||||||
-- @param[opt] fixed boolean If true, uses fixed-width font.
|
--- @param color number The color of the text.
|
||||||
-- @param[opt] scale number The scaling factor.
|
--- @param[opt] fixed boolean If true, uses fixed-width font.
|
||||||
|
--- @param[opt] scale number The scaling factor.
|
||||||
function Print.text_center(text, x, y, color, fixed, scale)
|
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)
|
||||||
|
|||||||
@@ -1,20 +1,25 @@
|
|||||||
|
--- @section UI
|
||||||
|
|
||||||
--- Draws the top bar.
|
--- Draws the top bar.
|
||||||
-- @param title string The title text to display.
|
--- @within UI
|
||||||
|
--- @param title string The title text to display.
|
||||||
function UI.draw_top_bar(title)
|
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.green)
|
Print.text(title, 3, 2, Config.colors.green)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws dialog window.
|
--- Draws dialog window.
|
||||||
|
--- @within UI
|
||||||
function UI.draw_dialog()
|
function UI.draw_dialog()
|
||||||
PopupWindow.draw()
|
PopupWindow.draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws a menu.
|
--- Draws a menu.
|
||||||
-- @param items table A table of menu items.
|
--- @within UI
|
||||||
-- @param selected_item number The index of the currently selected item.
|
--- @param items table A table of menu items.
|
||||||
-- @param x number The x-coordinate for the menu.
|
--- @param selected_item number The index of the currently selected item.
|
||||||
-- @param y number The y-coordinate for the menu.
|
--- @param x number The x-coordinate for the menu.
|
||||||
|
--- @param y number The y-coordinate for the menu.
|
||||||
function UI.draw_menu(items, selected_item, x, y)
|
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
|
||||||
@@ -26,9 +31,10 @@ function UI.draw_menu(items, selected_item, x, y)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Updates menu selection.
|
--- Updates menu selection.
|
||||||
-- @param items table A table of menu items.
|
--- @within UI
|
||||||
-- @param selected_item number The current index of the selected item.
|
--- @param items table A table of menu items.
|
||||||
-- @return number The updated index of the selected item.
|
--- @param selected_item number The current index of the selected item.
|
||||||
|
--- @return number The updated index of the selected item.
|
||||||
function UI.update_menu(items, selected_item)
|
function UI.update_menu(items, selected_item)
|
||||||
if Input.up() then
|
if Input.up() then
|
||||||
Audio.sfx_beep()
|
Audio.sfx_beep()
|
||||||
@@ -47,9 +53,10 @@ function UI.update_menu(items, selected_item)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Wraps text.
|
--- Wraps text.
|
||||||
-- @param text string The text to wrap.
|
--- @within UI
|
||||||
-- @param max_chars_per_line number The maximum characters per line.
|
--- @param text string The text to wrap.
|
||||||
-- @return table A table of wrapped lines.
|
--- @param max_chars_per_line number The maximum characters per line.
|
||||||
|
--- @return table A table of wrapped lines.
|
||||||
function UI.word_wrap(text, max_chars_per_line)
|
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 = {}
|
||||||
@@ -80,14 +87,23 @@ function UI.word_wrap(text, max_chars_per_line)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Creates a numeric stepper.
|
--- Creates a numeric stepper.
|
||||||
-- @param label string The label for the stepper.
|
--- @within UI
|
||||||
-- @param value_getter function Function to get the current value.
|
--- @param label string The label for the stepper.
|
||||||
-- @param value_setter function Function to set the current value.
|
--- @param value_getter function Function to get the current value.
|
||||||
-- @param min number The minimum value.
|
--- @param value_setter function Function to set the current value.
|
||||||
-- @param max number The maximum value.
|
--- @param min number The minimum value.
|
||||||
-- @param step number The step increment.
|
--- @param max number The maximum value.
|
||||||
-- @param[opt] format string The format string for displaying the value.
|
--- @param step number The step increment.
|
||||||
-- @return table A numeric stepper control definition.
|
--- @param[opt] format string The format string for displaying the value.
|
||||||
|
--- @return result table A numeric stepper control definition.
|
||||||
|
--- @return result.label string The label for the stepper.
|
||||||
|
--- @return result.get function Function to get the current value.
|
||||||
|
--- @return result.set function Function to set the current value.
|
||||||
|
--- @return result.min number The minimum value.
|
||||||
|
--- @return result.max number The maximum value.
|
||||||
|
--- @return result.step number The step increment.
|
||||||
|
--- @return result.format string The format string for displaying the value.
|
||||||
|
--- @return result.type string Control type identifier ("numeric_stepper").
|
||||||
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
|
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
|
||||||
return {
|
return {
|
||||||
label = label,
|
label = label,
|
||||||
@@ -102,9 +118,13 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Creates an action item.
|
--- Creates an action item.
|
||||||
-- @param label string The label for the action item.
|
--- @within UI
|
||||||
-- @param action function The function to execute when the item is selected.
|
--- @param label string The label for the action item.
|
||||||
-- @return table An action item control definition.
|
--- @param action function The function to execute when the item is selected.
|
||||||
|
--- @return result table An action item control definition.
|
||||||
|
--- @return result.label string The label for the action item.
|
||||||
|
--- @return result.action function The function to execute when the item is selected.
|
||||||
|
--- @return result.type string Control type identifier ("action_item").
|
||||||
function UI.create_action_item(label, action)
|
function UI.create_action_item(label, action)
|
||||||
return {
|
return {
|
||||||
label = label,
|
label = label,
|
||||||
@@ -114,8 +134,9 @@ function UI.create_action_item(label, action)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Draws decision selector.
|
--- Draws decision selector.
|
||||||
-- @param decisions table A table of decision items.
|
--- @within UI
|
||||||
-- @param selected_decision_index number The index of the selected decision.
|
--- @param decisions table A table of decision items.
|
||||||
|
--- @param selected_decision_index number The index of the selected decision.
|
||||||
function UI.draw_decision_selector(decisions, selected_decision_index)
|
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
|
||||||
@@ -123,13 +144,17 @@ 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_y = bar_y + 4
|
local text_width = #decision_label * 4
|
||||||
local text_x = (Config.screen.width - text_width) / 2
|
local text_y = bar_y + 4
|
||||||
Print.text("<", 2, text_y, Config.colors.green)
|
local text_x = (Config.screen.width - text_width) / 2
|
||||||
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("<", 2, text_y, Config.colors.green)
|
||||||
|
Print.text(decision_label, text_x, text_y, Config.colors.item)
|
||||||
|
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws meters.
|
--- 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
|
||||||
@@ -163,9 +188,10 @@ function UI.draw_meters()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Updates decision selector.
|
--- Updates decision selector.
|
||||||
-- @param decisions table A table of decision items.
|
--- @within UI
|
||||||
-- @param selected_decision_index number The current index of the selected decision.
|
--- @param decisions table A table of decision items.
|
||||||
-- @return number The updated index of the selected decision.
|
--- @param selected_decision_index number The current index of the selected decision.
|
||||||
|
--- @return number The updated index of the selected decision.
|
||||||
function UI.update_decision_selector(decisions, selected_decision_index)
|
function UI.update_decision_selector(decisions, selected_decision_index)
|
||||||
if Input.left() then
|
if Input.left() then
|
||||||
Audio.sfx_beep()
|
Audio.sfx_beep()
|
||||||
|
|||||||
@@ -1,32 +1,32 @@
|
|||||||
--- Utility functions.
|
|
||||||
Util = {}
|
--- @section Util
|
||||||
|
|
||||||
--- Safely wraps an index for an array.
|
--- Safely wraps an index for an array.
|
||||||
-- @param array table The array to index.
|
--- @within Util
|
||||||
-- @param index number The desired index (can be out of bounds).
|
--- @param array table The array to index.
|
||||||
-- @return number The wrapped index within the array's bounds.
|
--- @param index number The desired index (can be out of bounds).
|
||||||
|
--- @return number The wrapped index within the array's bounds.
|
||||||
function Util.safeindex(array, index)
|
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.
|
--- Navigates to a screen by its ID.
|
||||||
-- @param screen_id string The ID of the screen to go to.
|
--- @within Util
|
||||||
|
--- @param screen_id string The ID of the screen to go to.
|
||||||
function Util.go_to_screen_by_id(screen_id)
|
function Util.go_to_screen_by_id(screen_id)
|
||||||
local screen = Screen.get_by_id(screen_id)
|
local screen = Screen.get_by_id(screen_id)
|
||||||
if screen then
|
if screen then
|
||||||
Context.game.current_screen = screen_id
|
Context.game.current_screen = screen_id
|
||||||
local all_decisions_for_screen = Decision.get_for_screen(screen)
|
screen.init()
|
||||||
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
|
|
||||||
Context.game.selected_decision_index = 1
|
|
||||||
screen.init() -- Initialize the new screen
|
|
||||||
else
|
else
|
||||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
|
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Checks if a table contains a specific value.
|
--- Checks if a table contains a specific value.
|
||||||
-- @param t table The table to check.
|
--- @within Util
|
||||||
-- @param value any The value to look for.
|
--- @param t table The table to check.
|
||||||
|
--- @param value any The value to look for.
|
||||||
function Util.contains(t, value)
|
function Util.contains(t, value)
|
||||||
for i = 1, #t do
|
for i = 1, #t do
|
||||||
if t[i] == value then
|
if t[i] == value then
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
--- @section AudioTestWindow
|
||||||
AudioTestWindow = {
|
AudioTestWindow = {
|
||||||
index_menu = 1,
|
index_menu = 1,
|
||||||
index_func = 1,
|
index_func = 1,
|
||||||
@@ -7,9 +8,12 @@ AudioTestWindow = {
|
|||||||
}
|
}
|
||||||
|
|
||||||
--- Generates menu items for audio test.
|
--- Generates menu items for audio test.
|
||||||
-- @param list_func table List of audio functions.
|
--- @within AudioTestWindow
|
||||||
-- @param index_func number Current index of selected function.
|
--- @param list_func table List of audio functions.
|
||||||
-- @return table Generated menu items.
|
--- @param index_func number Current index of selected function.
|
||||||
|
--- @return result table Generated menu items, an array of menu item tables.
|
||||||
|
--- @return result.label string Display text for the menu item.
|
||||||
|
--- @return result.decision function Called when the menu item is selected.
|
||||||
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||||
return {
|
return {
|
||||||
{
|
{
|
||||||
@@ -19,7 +23,7 @@ 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_menu])
|
trace("Invalid Audio function: " .. list_func[index_func])
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
},
|
},
|
||||||
@@ -39,7 +43,8 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Generates list of audio functions.
|
--- Generates list of audio functions.
|
||||||
-- @return table A sorted list of audio function names.
|
--- @within AudioTestWindow
|
||||||
|
--- @return table A sorted list of audio function names.
|
||||||
function AudioTestWindow.generate_listfunc()
|
function AudioTestWindow.generate_listfunc()
|
||||||
local result = {}
|
local result = {}
|
||||||
|
|
||||||
@@ -55,12 +60,14 @@ function AudioTestWindow.generate_listfunc()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Navigates back from audio test window.
|
--- 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("menu")
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Initializes audio test window.
|
--- 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
|
||||||
@@ -72,12 +79,14 @@ function AudioTestWindow.init()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Draws audio test window.
|
--- 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.
|
--- 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)
|
||||||
|
|||||||
@@ -1,27 +1,31 @@
|
|||||||
|
--- @section ConfigurationWindow
|
||||||
ConfigurationWindow = {
|
ConfigurationWindow = {
|
||||||
controls = {},
|
controls = {},
|
||||||
selected_control = 1,
|
selected_control = 1,
|
||||||
}
|
}
|
||||||
|
|
||||||
--- Initializes configuration window.
|
--- Initializes configuration window.
|
||||||
|
--- @within ConfigurationWindow
|
||||||
function ConfigurationWindow.init()
|
function ConfigurationWindow.init()
|
||||||
ConfigurationWindow.controls = {
|
ConfigurationWindow.controls = {
|
||||||
UI.create_decision_item(
|
UI.create_action_item(
|
||||||
"Save",
|
"Save",
|
||||||
function() Config.save() end
|
function() Config.save() end
|
||||||
),
|
),
|
||||||
UI.create_decision_item(
|
UI.create_action_item(
|
||||||
"Restore Defaults",
|
"Restore Defaults",
|
||||||
function() Config.restore_defaults() end
|
function() Config.reset() end
|
||||||
),
|
),
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws configuration window.
|
--- 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 y_start = 40
|
local x_start = 10
|
||||||
|
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
|
||||||
@@ -31,22 +35,23 @@ function ConfigurationWindow.draw()
|
|||||||
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(value_text, value_x, current_y, color)
|
Print.text(label_text, x_start, current_y, color)
|
||||||
Print.text(">", x_value_right_align + 4, current_y, color) else
|
Print.text(value_text, value_x, current_y, color)
|
||||||
|
Print.text(">", x_value_right_align + 4, current_y, color)
|
||||||
|
else
|
||||||
Print.text(label_text, x_start, current_y, color)
|
Print.text(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 == "decision_item" then
|
elseif control.type == "action_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
|
||||||
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(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
|
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
|
||||||
else
|
else
|
||||||
@@ -58,6 +63,7 @@ function ConfigurationWindow.draw()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Updates configuration window logic.
|
--- 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("menu")
|
||||||
@@ -80,14 +86,16 @@ 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 btnp(2) then local new_value = math.max(control.min, current_value - control.step)
|
if Input.left() then
|
||||||
|
local new_value = math.max(control.min, current_value - control.step)
|
||||||
control.set(new_value)
|
control.set(new_value)
|
||||||
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
|
elseif Input.right() then
|
||||||
|
local new_value = math.min(control.max, current_value + control.step)
|
||||||
control.set(new_value)
|
control.set(new_value)
|
||||||
end
|
end
|
||||||
elseif control.type == "decision_item" then
|
elseif control.type == "action_item" then
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
control.decision()
|
control.action()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,21 +1,30 @@
|
|||||||
|
--- @section GameWindow
|
||||||
local _available_decisions = {}
|
local _available_decisions = {}
|
||||||
local _selected_decision_index = 1
|
local _selected_decision_index = 1
|
||||||
|
|
||||||
--- Draws the game window.
|
--- Draws the game window.
|
||||||
|
--- @within GameWindow
|
||||||
function GameWindow.draw()
|
function GameWindow.draw()
|
||||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||||
Map.draw(screen.background)
|
if screen.background then
|
||||||
|
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 #_available_decisions > 0 then
|
if #_available_decisions > 0 then
|
||||||
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
||||||
end
|
end
|
||||||
Sprite.draw()
|
Sprite.draw()
|
||||||
|
Focus.draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates the game window logic.
|
--- Updates the game window logic.
|
||||||
|
--- @within GameWindow
|
||||||
function GameWindow.update()
|
function GameWindow.update()
|
||||||
|
Focus.update()
|
||||||
if Input.menu_back() then
|
if Input.menu_back() then
|
||||||
Context.current_window = "menu"
|
Window.set_current("menu")
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
@@ -23,7 +32,7 @@ function GameWindow.update()
|
|||||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||||
screen.update()
|
screen.update()
|
||||||
|
|
||||||
-- Handle situations (Context.game.current_situation is still present)
|
-- Handle current situation updates
|
||||||
if Context.game.current_situation then
|
if Context.game.current_situation then
|
||||||
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
|
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
|
||||||
if current_situation_obj and current_situation_obj.update then
|
if current_situation_obj and current_situation_obj.update then
|
||||||
@@ -37,6 +46,10 @@ function GameWindow.update()
|
|||||||
|
|
||||||
if #_available_decisions == 0 then return end
|
if #_available_decisions == 0 then return end
|
||||||
|
|
||||||
|
if _selected_decision_index > #_available_decisions then
|
||||||
|
_selected_decision_index = 1
|
||||||
|
end
|
||||||
|
|
||||||
local new_selected_decision_index = UI.update_decision_selector(
|
local new_selected_decision_index = UI.update_decision_selector(
|
||||||
_available_decisions,
|
_available_decisions,
|
||||||
_selected_decision_index
|
_selected_decision_index
|
||||||
@@ -53,10 +66,13 @@ function GameWindow.update()
|
|||||||
selected_decision.handle()
|
selected_decision.handle()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Sets the active window.
|
--- Sets the active window.
|
||||||
-- @param new_state number The ID of the new active window.
|
--- @within GameWindow
|
||||||
|
--- @param new_state string The ID of the new active window.
|
||||||
function GameWindow.set_state(new_state)
|
function GameWindow.set_state(new_state)
|
||||||
Context.current_window = new_state
|
Window.set_current(new_state)
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
--- @section IntroWindow
|
||||||
IntroWindow.y = Config.screen.height
|
IntroWindow.y = Config.screen.height
|
||||||
IntroWindow.speed = 0.5
|
IntroWindow.speed = 0.5
|
||||||
IntroWindow.text = [[
|
IntroWindow.text = [[
|
||||||
@@ -14,25 +15,27 @@ on than meets the eye.
|
|||||||
]]
|
]]
|
||||||
|
|
||||||
--- Draws the intro window.
|
--- 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.green)
|
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates the intro window logic.
|
--- Updates the intro window logic.
|
||||||
|
--- @within IntroWindow
|
||||||
function IntroWindow.update()
|
function IntroWindow.update()
|
||||||
IntroWindow.y = IntroWindow.y - IntroWindow.speed
|
IntroWindow.y = IntroWindow.y - IntroWindow.speed
|
||||||
|
|
||||||
local lines = 1
|
local lines = 1
|
||||||
for _ in string.gmatch(IntroWindow.text, "\n") do
|
for _ in string.gmatch(IntroWindow.text, "\n") do
|
||||||
lines = lines + 1
|
lines = lines + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
if IntroWindow.y < -lines * 8 then
|
if IntroWindow.y < -lines * 8 then
|
||||||
GameWindow.set_state("menu")
|
Window.set_current("menu")
|
||||||
end
|
end
|
||||||
|
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
GameWindow.set_state("menu")
|
Window.set_current("menu")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,34 +1,42 @@
|
|||||||
|
--- @section Window
|
||||||
local _windows = {}
|
local _windows = {}
|
||||||
|
|
||||||
--- Registers a window table.
|
--- Registers a window table.
|
||||||
-- @param id string The ID of the window (e.g., "splash", "menu").
|
--- @within Window
|
||||||
-- @param window_table table The actual window module table (e.g., SplashWindow).
|
--- @param id string The ID of the window (e.g., "splash", "menu").
|
||||||
|
--- @param window_table table The actual window module table (e.g., SplashWindow).
|
||||||
function Window.register(id, window_table)
|
function Window.register(id, window_table)
|
||||||
_windows[id] = window_table
|
_windows[id] = window_table
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Retrieves a registered window table by its ID.
|
--- Retrieves a registered window table by its ID.
|
||||||
-- @param id string The ID of the window.
|
--- @within Window
|
||||||
-- @return table The window module table.
|
--- @param id string The ID of the window.
|
||||||
|
--- @return result table The window module table.
|
||||||
|
--- @return result.update function Called each frame to update window logic.
|
||||||
|
--- @return result.draw function Called each frame to draw the window.
|
||||||
function Window.get(id)
|
function Window.get(id)
|
||||||
return _windows[id]
|
return _windows[id]
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Sets the currently active window.
|
--- Sets the currently active window.
|
||||||
-- @param id string The ID of the window to activate.
|
--- @within Window
|
||||||
|
--- @param id string The ID of the window to activate.
|
||||||
function Window.set_current(id)
|
function Window.set_current(id)
|
||||||
Context.current_window = id
|
Context.current_window = id
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets the ID of the currently active window.
|
--- Gets the ID of the currently active window.
|
||||||
-- @return string The ID of the active window.
|
--- @within Window
|
||||||
|
--- @return string The ID of the active window.
|
||||||
function Window.get_current_id()
|
function Window.get_current_id()
|
||||||
return Context.current_window
|
return Context.current_window
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Gets the handler function for the currently active window.
|
--- 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.
|
-- This function is used by the main game loop to update and draw the active window.
|
||||||
-- @return function A function that updates and draws the current window.
|
--- @within Window
|
||||||
|
--- @return function A function that updates and draws the current window.
|
||||||
function Window.get_current_handler()
|
function Window.get_current_handler()
|
||||||
local window_table = Window.get(Context.current_window)
|
local window_table = Window.get(Context.current_window)
|
||||||
if window_table and window_table.update and window_table.draw then
|
if window_table and window_table.update and window_table.draw then
|
||||||
|
|||||||
@@ -1,12 +1,15 @@
|
|||||||
|
--- @section MenuWindow
|
||||||
local _menu_items = {}
|
local _menu_items = {}
|
||||||
|
|
||||||
--- Draws the menu window.
|
--- 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(_menu_items, Context.current_menu_item, 108, 70)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates the menu window logic.
|
--- 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.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
|
||||||
|
|
||||||
@@ -20,42 +23,53 @@ function MenuWindow.update()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Starts a new game from the menu.
|
--- Starts a new game from the menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.new_game()
|
function MenuWindow.new_game()
|
||||||
Context.new_game() GameWindow.set_state("game")
|
Context.new_game()
|
||||||
|
GameWindow.set_state("game")
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Loads a game from the menu.
|
--- Loads a game from the menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.load_game()
|
function MenuWindow.load_game()
|
||||||
Context.load_game() GameWindow.set_state("game")
|
Context.load_game()
|
||||||
|
GameWindow.set_state("game")
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Saves the current game from the menu.
|
--- Saves the current game from the menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.save_game()
|
function MenuWindow.save_game()
|
||||||
Context.save_game() end
|
Context.save_game()
|
||||||
|
end
|
||||||
|
|
||||||
--- Resumes the game from the menu.
|
--- Resumes the game from the menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.resume_game()
|
function MenuWindow.resume_game()
|
||||||
GameWindow.set_state("game")
|
GameWindow.set_state("game")
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Exits the game.
|
--- Exits the game.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.exit()
|
function MenuWindow.exit()
|
||||||
exit()
|
exit()
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Opens the configuration menu.
|
--- Opens the configuration menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.configuration()
|
function MenuWindow.configuration()
|
||||||
ConfigurationWindow.init()
|
ConfigurationWindow.init()
|
||||||
GameWindow.set_state("configuration")
|
GameWindow.set_state("configuration")
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Opens the audio test menu.
|
--- 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("audiotest")
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Refreshes menu items.
|
--- Refreshes menu items.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.refresh_menu_items()
|
function MenuWindow.refresh_menu_items()
|
||||||
_menu_items = {}
|
_menu_items = {}
|
||||||
if Context.game_in_progress then
|
if Context.game_in_progress then
|
||||||
|
|||||||
@@ -1,13 +1,17 @@
|
|||||||
|
--- @section MinigameDDRWindow
|
||||||
|
|
||||||
--- Initializes DDR minigame state.
|
--- Initializes DDR minigame state.
|
||||||
-- @param params table Optional parameters for configuration.
|
--- @within MinigameDDRWindow
|
||||||
|
--- @param params table Optional parameters for configuration.
|
||||||
function MinigameDDRWindow.init(params)
|
function MinigameDDRWindow.init(params)
|
||||||
Context.minigame_ddr = Minigame.configure_ddr(params)
|
Context.minigame_ddr = Minigame.configure_ddr(params)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Starts the DDR minigame.
|
--- Starts the DDR minigame.
|
||||||
-- @param return_window number The window ID to return to after the minigame.
|
--- @within MinigameDDRWindow
|
||||||
-- @param[opt] song_key string The key of the song to play.
|
--- @param return_window string The window ID to return to after the minigame.
|
||||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
--- @param[opt] song_key string The key of the song to play.
|
||||||
|
--- @param[opt] params table Optional parameters for minigame configuration.
|
||||||
function MinigameDDRWindow.start(return_window, song_key, params)
|
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 "game"
|
||||||
@@ -25,10 +29,11 @@ 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
|
||||||
Context.current_window = "minigame_ddr"
|
Window.set_current("minigame_ddr")
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Spawns a random arrow.
|
--- 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)]
|
||||||
@@ -40,7 +45,8 @@ local function spawn_arrow()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Spawns an arrow in a specific direction.
|
--- Spawns an arrow in a specific direction.
|
||||||
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
|
--- @within MinigameDDRWindow
|
||||||
|
--- @param direction string The direction of the arrow ("left", "down", "up", "right").
|
||||||
local function spawn_arrow_dir(direction)
|
local 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
|
||||||
@@ -56,8 +62,9 @@ local function spawn_arrow_dir(direction)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Checks if an arrow is hit.
|
--- Checks if an arrow is hit.
|
||||||
-- @param arrow table The arrow data.
|
--- @within MinigameDDRWindow
|
||||||
-- @return boolean True if the arrow is hit, false otherwise.
|
--- @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)
|
||||||
@@ -65,18 +72,20 @@ local function check_hit(arrow)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Checks if an arrow is missed.
|
--- Checks if an arrow is missed.
|
||||||
-- @param arrow table The arrow data.
|
--- @within MinigameDDRWindow
|
||||||
-- @return boolean True if the arrow is missed, false otherwise.
|
--- @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.
|
--- Draws an arrow.
|
||||||
-- @param x number The x-coordinate.
|
--- @within MinigameDDRWindow
|
||||||
-- @param y number The y-coordinate.
|
--- @param x number The x-coordinate.
|
||||||
-- @param direction string The direction of the arrow.
|
--- @param y number The y-coordinate.
|
||||||
-- @param color number The color of the arrow.
|
--- @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
|
||||||
@@ -96,12 +105,13 @@ local function draw_arrow(x, y, direction, color)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Updates DDR minigame logic.
|
--- 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()
|
Meter.on_minigame_complete()
|
||||||
Meter.show()
|
Meter.show()
|
||||||
Context.current_window = mg.return_window
|
Window.set_current(mg.return_window)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
mg.frame_counter = mg.frame_counter + 1
|
mg.frame_counter = mg.frame_counter + 1
|
||||||
@@ -109,7 +119,7 @@ function MinigameDDRWindow.update()
|
|||||||
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
||||||
Meter.on_minigame_complete()
|
Meter.on_minigame_complete()
|
||||||
Meter.show()
|
Meter.show()
|
||||||
Context.current_window = mg.return_window
|
Window.set_current(mg.return_window)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -189,6 +199,7 @@ function MinigameDDRWindow.update()
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- Draws DDR minigame.
|
--- 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
|
||||||
@@ -196,7 +207,7 @@ 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
|
||||||
Context.current_window = "game"
|
Window.set_current("game")
|
||||||
end
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,19 +1,30 @@
|
|||||||
|
--- @section MinigameButtonMashWindow
|
||||||
|
|
||||||
--- Initializes button mash minigame state.
|
--- Initializes button mash minigame state.
|
||||||
-- @param params table Optional parameters for configuration.
|
--- @within MinigameButtonMashWindow
|
||||||
|
--- @param params table Optional parameters for configuration.
|
||||||
function MinigameButtonMashWindow.init(params)
|
function MinigameButtonMashWindow.init(params)
|
||||||
Context.minigame_button_mash = Minigame.configure_button_mash(params)
|
Context.minigame_button_mash = Minigame.configure_button_mash(params)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Starts the button mash minigame.
|
--- Starts the button mash minigame.
|
||||||
-- @param return_window number The window ID to return to after the minigame.
|
--- @within MinigameButtonMashWindow
|
||||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
--- @param return_window string The window ID to return to after the minigame.
|
||||||
|
--- @param[opt] params table Optional parameters for minigame configuration.
|
||||||
function MinigameButtonMashWindow.start(return_window, params)
|
function MinigameButtonMashWindow.start(return_window, params)
|
||||||
MinigameButtonMashWindow.init(params)
|
MinigameButtonMashWindow.init(params)
|
||||||
Context.minigame_button_mash.return_window = return_window or "game"
|
local mg = Context.minigame_button_mash
|
||||||
Context.current_window = "minigame_button_mash"
|
mg.return_window = return_window or "game"
|
||||||
|
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.
|
--- 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
|
||||||
@@ -26,7 +37,8 @@ function MinigameButtonMashWindow.update()
|
|||||||
if mg.bar_fill >= mg.max_fill then
|
if mg.bar_fill >= mg.max_fill then
|
||||||
Meter.on_minigame_complete()
|
Meter.on_minigame_complete()
|
||||||
Meter.show()
|
Meter.show()
|
||||||
Context.current_window = mg.return_window
|
if mg.focus_center_x then Focus.stop() end
|
||||||
|
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)
|
||||||
@@ -37,15 +49,21 @@ 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.
|
--- 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 == "game" then
|
||||||
GameWindow.draw()
|
GameWindow.draw()
|
||||||
end
|
end
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
if not mg.focus_center_x then
|
||||||
|
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
|
||||||
|
|||||||
@@ -1,19 +1,30 @@
|
|||||||
|
--- @section MinigameRhythmWindow
|
||||||
|
|
||||||
--- Initializes rhythm minigame state.
|
--- Initializes rhythm minigame state.
|
||||||
-- @param params table Optional parameters for configuration.
|
--- @within MinigameRhythmWindow
|
||||||
|
--- @param params table Optional parameters for configuration.
|
||||||
function MinigameRhythmWindow.init(params)
|
function MinigameRhythmWindow.init(params)
|
||||||
Context.minigame_rhythm = Minigame.configure_rhythm(params)
|
Context.minigame_rhythm = Minigame.configure_rhythm(params)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Starts the rhythm minigame.
|
--- Starts the rhythm minigame.
|
||||||
-- @param return_window number The window ID to return to after the minigame.
|
--- @within MinigameRhythmWindow
|
||||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
--- @param return_window string The window ID to return to after the minigame.
|
||||||
|
--- @param[opt] params table Optional parameters for minigame configuration.
|
||||||
function MinigameRhythmWindow.start(return_window, params)
|
function MinigameRhythmWindow.start(return_window, params)
|
||||||
MinigameRhythmWindow.init(params)
|
MinigameRhythmWindow.init(params)
|
||||||
Context.minigame_rhythm.return_window = return_window or "game"
|
local mg = Context.minigame_rhythm
|
||||||
Context.current_window = "minigame_rhythm"
|
mg.return_window = return_window or "game"
|
||||||
|
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.
|
--- 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)
|
||||||
@@ -48,21 +59,28 @@ function MinigameRhythmWindow.update()
|
|||||||
if mg.score >= mg.max_score then
|
if mg.score >= mg.max_score then
|
||||||
Meter.on_minigame_complete()
|
Meter.on_minigame_complete()
|
||||||
Meter.show()
|
Meter.show()
|
||||||
Context.current_window = mg.return_window
|
if mg.focus_center_x then Focus.stop() end
|
||||||
|
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.
|
--- 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 == "game" then
|
||||||
GameWindow.draw()
|
GameWindow.draw()
|
||||||
end
|
end
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
if not mg.focus_center_x then
|
||||||
|
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)
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
--- @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
|
||||||
@@ -5,26 +6,36 @@ 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.
|
--- Displays a popup window.
|
||||||
-- @param content_strings table A table of strings to display in the popup.
|
--- @within PopupWindow
|
||||||
|
--- @param content_strings table A table of strings to display in the popup.
|
||||||
function PopupWindow.show(content_strings)
|
function PopupWindow.show(content_strings)
|
||||||
Context.popup.show = true
|
Context.popup.show = true
|
||||||
Context.popup.content = content_strings or {} GameWindow.set_state("popup") end
|
Context.popup.content = content_strings or {}
|
||||||
|
GameWindow.set_state("popup")
|
||||||
|
end
|
||||||
|
|
||||||
--- Hides the popup window.
|
--- Hides the popup window.
|
||||||
|
--- @within PopupWindow
|
||||||
function PopupWindow.hide()
|
function PopupWindow.hide()
|
||||||
Context.popup.show = false
|
Context.popup.show = false
|
||||||
Context.popup.content = {} GameWindow.set_state("game") end
|
Context.popup.content = {}
|
||||||
|
GameWindow.set_state("game")
|
||||||
|
end
|
||||||
|
|
||||||
--- Updates popup window logic.
|
--- 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 PopupWindow.hide()
|
if Input.menu_confirm() or Input.menu_back() then
|
||||||
|
PopupWindow.hide()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Draws the popup window.
|
--- 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)
|
||||||
@@ -36,6 +47,6 @@ 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.green)
|
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,16 +1,18 @@
|
|||||||
|
--- @section SplashWindow
|
||||||
|
|
||||||
--- Draws the splash window.
|
--- 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 w = #txt * 6
|
local y = (Config.screen.height - 6) / 2
|
||||||
local x = (240 - w) / 2
|
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
|
||||||
local y = (136 - 6) / 2
|
|
||||||
print(txt, x, y, 12)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Updates the splash window logic.
|
--- 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
|
||||||
GameWindow.set_state("intro")
|
Window.set_current("intro")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user