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Author SHA1 Message Date
Zoltan Timar
9014e36014 feat: moved minigames to their separate context
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2026-02-18 21:43:16 +01:00
Zoltan Timar
7b263bb454 fix: desition -> decision
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2026-02-18 21:42:40 +01:00
0640964ee4 Merge pull request 'feature/background-manager' (#6) from feature/background-manager into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/6
2026-02-18 18:29:51 +00:00
1cf09de1fb remove ai generated comments
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2026-02-18 19:29:06 +01:00
6303781534 tweaks
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2026-02-18 19:17:18 +01:00
e2bd1711c0 MapManager
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2026-02-18 19:13:32 +01:00
60a6c73a32 Merge pull request 'add precommit hook' (#5) from lint-recommit-hook into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/5
2026-02-18 09:28:31 +00:00
35 changed files with 612 additions and 382 deletions

View File

@@ -3,7 +3,7 @@
globals = { globals = {
"Util", "Util",
"DesitionManager", "DecisionManager",
"ScreenManager", "ScreenManager",
"UI", "UI",
"Print", "Print",
@@ -30,6 +30,8 @@ globals = {
"exit", "exit",
"trace", "trace",
"index_menu", "index_menu",
"MapManager",
"map",
} }

View File

@@ -1,17 +1,20 @@
meta/meta.header.lua meta/meta.header.lua
init/init.modules.lua init/init.modules.lua
init/init.config.lua init/init.config.lua
init/init.minigames.lua
system/system.util.lua system/system.util.lua
init/init.windows.lua init/init.windows.lua
desition/desition.manager.lua decision/decision.manager.lua
desition/desition.go_to_home.lua decision/decision.go_to_home.lua
desition/desition.go_to_toilet.lua decision/decision.go_to_toilet.lua
desition/desition.go_to_walking_to_office.lua decision/decision.go_to_walking_to_office.lua
desition/desition.go_to_office.lua decision/decision.go_to_office.lua
desition/desition.go_to_walking_to_home.lua decision/decision.go_to_walking_to_home.lua
desition/desition.play_button_mash.lua decision/decision.play_button_mash.lua
desition/desition.play_rhythm.lua decision/decision.play_rhythm.lua
desition/desition.play_ddr.lua decision/decision.play_ddr.lua
map/map.manager.lua
map/map.bedroom.lua
screen/screen.manager.lua screen/screen.manager.lua
screen/screen.home.lua screen/screen.home.lua
screen/screen.toilet.lua screen/screen.toilet.lua
@@ -24,7 +27,6 @@ system/system.print.lua
system/system.input.lua system/system.input.lua
system/system.audio.lua system/system.audio.lua
system/system.ui.lua system/system.ui.lua
map/map.bedroom.lua
window/window.splash.lua window/window.splash.lua
window/window.intro.lua window/window.intro.lua
window/window.menu.lua window/window.menu.lua

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ DecisionManager.register({
id = "go_to_home", id = "go_to_home",
label = "Go to Home", label = "Go to Home",
handle = function() handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ DecisionManager.register({
id = "go_to_office", id = "go_to_office",
label = "Go to Office", label = "Go to Office",
handle = function() handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ DecisionManager.register({
id = "go_to_toilet", id = "go_to_toilet",
label = "Go to Toilet", label = "Go to Toilet",
handle = function() handle = function()

View File

@@ -1,6 +1,6 @@
DesitionManager.register({ DecisionManager.register({
id = "go_to_walking_to_home", id = "go_to_walking_to_home",
label = "Go to Walking to home", label = "Walking to home",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_home") Util.go_to_screen_by_id("walking_to_home")
end, end,

View File

@@ -1,6 +1,6 @@
DesitionManager.register({ DecisionManager.register({
id = "go_to_walking_to_office", id = "go_to_walking_to_office",
label = "Go to Walking to office", label = "Walking to office",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_office") Util.go_to_screen_by_id("walking_to_office")
end, end,

View File

@@ -0,0 +1,31 @@
local _decisions = {}
function DecisionManager.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
return
end
if not decision.label then
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
return
end
if not decision.condition then
decision.condition = function() return true end
end
if not decision.handle then
decision.handle = function() end
end
if _decisions[decision.id] then
trace("Warning: Overwriting decision with id: " .. decision.id)
end
_decisions[decision.id] = decision
end
function DecisionManager.get(id)
return _decisions[id]
end
function DecisionManager.get_all()
return _decisions
end

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ DecisionManager.register({
id = "play_button_mash", id = "play_button_mash",
label = "Play Button Mash", label = "Play Button Mash",
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end, handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ DecisionManager.register({
id = "play_ddr", id = "play_ddr",
label = "Play DDR (Random)", label = "Play DDR (Random)",
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end, handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ DecisionManager.register({
id = "play_rhythm", id = "play_rhythm",
label = "Play Rhythm Game", label = "Play Rhythm Game",
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end, handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,

View File

@@ -1,41 +0,0 @@
DesitionManager = {}
local _desitions = {} -- Private table to store all desitions
-- Registers a decision object with the manager
-- desition_object: A table containing id, label, handle(), and condition()
function DesitionManager.register(desition_object)
if not desition_object or not desition_object.id then
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
return
end
if not desition_object.label then
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
return
end
-- Ensure handle() and condition() methods exist with defaults if missing
if not desition_object.condition then
desition_object.condition = function() return true end
end
if not desition_object.handle then
desition_object.handle = function() end
end
if _desitions[desition_object.id] then
-- Optional: warning if overwriting an existing desition
trace("Warning: Overwriting desition with id: " .. desition_object.id)
end
_desitions[desition_object.id] = desition_object
end
-- Retrieves a desition by its id
-- id: unique string identifier of the desition
-- Returns the desition object, or nil if not found
function DesitionManager.get(id)
return _desitions[id]
end
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
function DesitionManager.get_all()
return _desitions
end

View File

@@ -8,7 +8,8 @@ local DEFAULT_CONFIG = {
light_grey = 13, light_grey = 13,
dark_grey = 14, dark_grey = 14,
green = 6, green = 6,
item = 12 -- yellow blue = 9,
item = 12
}, },
player = { player = {
sprite_id = 1 sprite_id = 1
@@ -19,7 +20,6 @@ local DEFAULT_CONFIG = {
} }
local Config = { local Config = {
-- Copy default values initially
screen = DEFAULT_CONFIG.screen, screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors, colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player, player = DEFAULT_CONFIG.player,
@@ -28,28 +28,23 @@ local Config = {
local CONFIG_SAVE_BANK = 7 local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved local CONFIG_MAGIC_VALUE = 0xDE
function Config.save() function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end end
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 has been saved, load values
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK) Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else else
-- No saved config, restore defaults
Config.restore_defaults() Config.restore_defaults()
end end
end end
function Config.restore_defaults() function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
-- Any other configurable items should be reset here
end end
-- Load configuration on startup
Config.load() Config.load()

View File

@@ -4,20 +4,6 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
-- Helper for deep copying tables
-- local function clone_table(t)
-- local copy = {}
-- for k, v in pairs(t) do
-- if type(v) == "table" then
-- copy[k] = clone_table(v)
-- else
-- copy[k] = v
-- end
-- end
-- return copy
-- end
-- This function returns a table containing only the initial *data* for Context
local function get_initial_data() local function get_initial_data()
return { return {
active_window = WINDOW_SPLASH, active_window = WINDOW_SPLASH,
@@ -38,9 +24,9 @@ on than meets the eye.]]
}, },
current_screen = 1, current_screen = 1,
splash_timer = Config.timing.splash_duration, splash_timer = Config.timing.splash_duration,
popup = { -- New popup table popup = {
show = false, show = false,
content = {} -- Array of strings content = {}
}, },
player = { player = {
sprite_id = Config.player.sprite_id sprite_id = Config.player.sprite_id
@@ -53,9 +39,12 @@ on than meets the eye.]]
}, },
menu_items = {}, menu_items = {},
selected_menu_item = 1, selected_menu_item = 1,
selected_desition_index = 1, -- New desition index selected_decision_index = 1,
game_in_progress = false, -- New flag game_in_progress = false,
screens = {} -- Initialize as empty, populated on reset screens = {},
minigame_ddr = Minigames.get_default_ddr(),
minigame_button_mash = Minigames.get_default_button_mash(),
minigame_rhythm = Minigames.get_default_rhythm()
} }
end end
@@ -64,39 +53,31 @@ Context = {}
local function reset_context_to_initial_state() local function reset_context_to_initial_state()
local initial_data = get_initial_data() local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do for k in pairs(Context) do
if type(Context[k]) ~= "function" then -- Only clear data, leave functions if type(Context[k]) ~= "function" then Context[k] = nil
Context[k] = nil
end end
end end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do for k, v in pairs(initial_data) do
Context[k] = v Context[k] = v
end end
-- Populate Context.screens from ScreenManager, ensuring indexed array
Context.screens = {} Context.screens = {}
Context.screen_indices_by_id = {} -- Renamed for clarity, stores index Context.screen_indices_by_id = {}
-- The screen order needs to be explicit to ensure consistent numerical indices
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"} local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id) local screen_data = ScreenManager.get_by_id(screen_id)
if screen_data then if screen_data then
table.insert(Context.screens, screen_data) table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i -- Store index Context.screen_indices_by_id[screen_id] = i
else else
-- Handle error if a screen is not registered
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end end
end end
end end
-- Initially populate Context with data
reset_context_to_initial_state() reset_context_to_initial_state()
-- Now define the methods for Context
function Context.new_game() function Context.new_game()
reset_context_to_initial_state() reset_context_to_initial_state()
Context.game_in_progress = true Context.game_in_progress = true
@@ -112,13 +93,11 @@ end
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
-- No saved game found, start a new one
Context.new_game() Context.new_game()
return return
end end
reset_context_to_initial_state() -- Reset data, preserve methods reset_context_to_initial_state()
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true Context.game_in_progress = true

107
inc/init/init.minigames.lua Normal file
View File

@@ -0,0 +1,107 @@
Minigames = {}
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
function Minigames.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
function Minigames.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
end
function Minigames.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15
}
end
function Minigames.configure_ddr(params)
return apply_params(Minigames.get_default_ddr(), params)
end
function Minigames.configure_button_mash(params)
return apply_params(Minigames.get_default_button_mash(), params)
end
function Minigames.configure_rhythm(params)
return apply_params(Minigames.get_default_rhythm(), params)
end

View File

@@ -9,8 +9,10 @@ local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {} local MinigameRhythmWindow = {}
local MinigameDDRWindow = {} local MinigameDDRWindow = {}
Util = {} Util = {}
DesitionManager = {} Minigames = {}
ScreenManager = {} -- New declaration DecisionManager = {}
ScreenManager = {}
MapManager = {}
UI = {} UI = {}
Print = {} Print = {}
Input = {} Input = {}

View File

@@ -7,4 +7,4 @@ local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8 local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9 local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10 local WINDOW_MINIGAME_DDR = 10
local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol local WINDOW_AUDIOTEST = 9001

View File

@@ -1,19 +1,9 @@
MapBedroom = { MapManager.register({
"10101010101010101010101010101010", id = "bedroom",
"10141410101010101010101010101010", from_x = 0,
"10141410101010101010101010101010", from_y = 0,
"10101010101010101010101010101010", width = 30,
"10101010101010101010101010101010", height = 17,
"10101010101010101010101010101010", to_x = 0,
"10101010101010101010101010101010", to_y = 0,
"10101010101010101010101010101010", })
"10101010101010101010101010101010",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111516111213111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111"
}

35
inc/map/map.manager.lua Normal file
View File

@@ -0,0 +1,35 @@
local _maps = {}
function MapManager.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
table.insert(maps_array, map_data)
end
return maps_array
end
function MapManager.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
end
_maps[map_data.id] = map_data
end
function MapManager.get_by_id(map_id)
return _maps[map_id]
end
function MapManager.draw(map_id)
local map_data = MapManager.get_by_id(map_id)
if not map_data then
return
end
map(
map_data.from_x,
map_data.from_y,
map_data.width,
map_data.height,
map_data.to_x,
map_data.to_y
)
end

View File

@@ -1,6 +1,6 @@
--luacheck: ignore max_line_length --luacheck: ignore max_line_length
-- <PALETTE> -- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE> -- </PALETTE>
-- <SFX> -- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900 -- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
@@ -34,3 +34,280 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f -- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff -- 009:fff000fff000fff000fff000fff000ff
-- </WAVES> -- </WAVES>
-- <TILES>
-- 000:2222222223333332233232322353533223323232232353322333333222222222
-- 001:2222222223333333232322322333333323222322233333332355355522222222
-- 002:2222222233333333223222233333333332232223333333333555535522222222
-- 003:2222222223333333232322322333333323222322233333332355355522222222
-- 004:2222222233333333223222233333333332232223333333333555535522222222
-- 005:2222222223333333232322322333333323222322233333332355355522222222
-- 006:2222222233333333223222233333333332232223333333333555535522222222
-- 007:2222222223333333232322322333333323222322233333332355355522222222
-- 008:2222222233333333223222233333333332232223333333333555535522222222
-- 009:2222222223333333232322322333333323222322233333332355355522222222
-- 010:2222222233333333223222233333333332232223333333333555535522222222
-- 011:2222222223333333232322322333333323222322233333332355355522222222
-- 012:2222222233333333223222233333333332232223333333333555535522222222
-- 013:2222222223333333232322322333333323222322233333332355355522222222
-- 014:2222222233333333223222233333333332232223333333333555535522222222
-- 015:2222222223333333232322322333333323222322233333332355355522222222
-- 016:2222222223333332233232322353533223323232232353322333333222222222
-- 017:1111111111111111111111111111111111111111111111111111111111111111
-- 018:1111111111111111111111111111111111111111111111111111111122222222
-- 019:1111111111111111111111111111111111111111111111111111111122222222
-- 020:1111111111111111111111111111111111111111111111111111111111111111
-- 021:1111111111111111111111111111111111111111111111111111111111111111
-- 022:1111111111111111111111111111111111111111111111111111111111111111
-- 023:1111111111111111111111111111111111111111111111111111111111111111
-- 024:1111111111111111111111111111111111111111111111111111111111111111
-- 025:1111111111111111111111111111111111111111111111111111111111111111
-- 026:1111111111111111111111111111111111111111111111111111111111111111
-- 027:1111111111111111111111111111111111111111111111111111111111111111
-- 028:1111111111111111111111111111111111111111111111111111111111111111
-- 029:1111111111111111111111111111111111111111111111111111111111111111
-- 030:1111111111111111111111111111111111111111111111111111111111111111
-- 031:1111111111111111111111111111111111111111111111111111111111111111
-- 032:2222222223333332233232322353533223323232232353322333333222222222
-- 033:1111111111111111111111111111111111111111111111111111111111111111
-- 034:2444444422212212255200212152102325520021215210232552002122222222
-- 035:4444444221244442321244423221244232421242324421223244421222222222
-- 036:1111111111111111111111111111111111111111111111111111111111111111
-- 037:2222222225552555255525552555222225552111255521112555211125552111
-- 038:2222222255555555555555552222222211122111111221111112211111122111
-- 039:2222222255525552555255522222555211125552111255521112555211125552
-- 040:1111111111111111111111111111111111111111111111111111111111111111
-- 041:1111111111111111111111221111128011112801111210801121010111222222
-- 042:1111111111111111211111111211111108211111108211110101211122222111
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-- <MAP>
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-- </MAP>

View File

@@ -4,5 +4,6 @@ ScreenManager.register({
decisions = { decisions = {
"go_to_toilet", "go_to_toilet",
"go_to_walking_to_office", "go_to_walking_to_office",
} },
background = "bedroom",
}) })

View File

@@ -1,8 +1,5 @@
ScreenManager = {} local _screens = {}
local _screens = {} -- Internal list to hold screen data
-- Public property to access the registered screens as an indexed array
function ScreenManager.get_screens_array() function ScreenManager.get_screens_array()
local screens_array = {} local screens_array = {}
for _, screen_data in pairs(_screens) do for _, screen_data in pairs(_screens) do
@@ -11,17 +8,13 @@ function ScreenManager.get_screens_array()
return screens_array return screens_array
end end
-- Registers a screen with the manager
-- screen_data: A table containing id, name, and decisions for the screen
function ScreenManager.register(screen_data) function ScreenManager.register(screen_data)
if _screens[screen_data.id] then if _screens[screen_data.id] then
-- Optional: warning if overwriting an existing screen
trace("Warning: Overwriting screen with id: " .. screen_data.id) trace("Warning: Overwriting screen with id: " .. screen_data.id)
end end
_screens[screen_data.id] = screen_data _screens[screen_data.id] = screen_data
end end
-- Retrieves a screen by its id (if needed directly)
function ScreenManager.get_by_id(screen_id) function ScreenManager.get_by_id(screen_id)
return _screens[screen_id] return _screens[screen_id]
end end

View File

@@ -1,5 +1,3 @@
-- Audio subsystem
function Audio.music_stop() music() end function Audio.music_stop() music() end
function Audio.music_play_mainmenu() end function Audio.music_play_mainmenu() end
function Audio.music_play_wakingup() end function Audio.music_play_wakingup() end

View File

@@ -1,14 +1,8 @@
-- Gamepad buttons
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 -- Z key local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
local INPUT_KEY_B = 5 -- X key
local INPUT_KEY_Y = 7 -- S key
-- Keyboard keys
-- TODO: Find correct key codes for SPACE and LCTRL
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
@@ -19,6 +13,5 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
function Input.right() return btnp(INPUT_KEY_RIGHT) end function Input.right() return btnp(INPUT_KEY_RIGHT) end
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -84,36 +84,26 @@ function UI.create_action_item(label, action)
} }
end end
function UI.draw_desition_selector(desitions, selected_desition_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
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey) rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then
if #desitions > 0 then local selected_decision = decisions[selected_decision_index]
local selected_desition = desitions[selected_desition_index] local decision_label = selected_decision.label
local desition_label = selected_desition.label local text_width = #decision_label * 4 local text_y = bar_y + 4
local text_width = #desition_label * 4 -- Assuming 4 pixels per char
local text_y = bar_y + 4
-- Center the decision label
local text_x = (Config.screen.width - text_width) / 2 local text_x = (Config.screen.width - text_width) / 2
-- Draw left arrow at the far left
Print.text("<", 2, text_y, Config.colors.green) Print.text("<", 2, text_y, Config.colors.green)
-- Draw selected desition label 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(desition_label, text_x, text_y, Config.colors.item) -- Highlight color
-- Draw right arrow at the far right
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) -- 6 = 2 (right margin) + 4 (char width)
end
end end
function UI.update_desition_selector(desitions, selected_desition_index) function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then if Input.left() then
Audio.sfx_beep() Audio.sfx_beep()
selected_desition_index = Util.safeindex(desitions, selected_desition_index - 1) selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then elseif Input.right() then
Audio.sfx_beep() Audio.sfx_beep()
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1) selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end end
return selected_desition_index return selected_decision_index
end end

View File

@@ -8,8 +8,7 @@ function Util.go_to_screen_by_id(screen_id)
local screen_index = Context.screen_indices_by_id[screen_id] local screen_index = Context.screen_indices_by_id[screen_id]
if screen_index then if screen_index then
Context.current_screen = screen_index Context.current_screen = screen_index
Context.selected_desition_index = 1 -- Reset selected decision on new screen Context.selected_decision_index = 1 else
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end end
end end

View File

@@ -10,7 +10,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
return { return {
{ {
label = "Play music/sound: " .. (list_func[index_func] or "?"), label = "Play music/sound: " .. (list_func[index_func] or "?"),
desition = function() decision = function()
local current_func = Audio[list_func[index_func]] local current_func = Audio[list_func[index_func]]
if current_func then if current_func then
current_func() current_func()
@@ -21,13 +21,13 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
}, },
{ {
label = "Stop playing music", label = "Stop playing music",
desition = function() decision = function()
Audio.music_stop() Audio.music_stop()
end end
}, },
{ {
label = "Back", label = "Back",
desition = function() decision = function()
AudioTestWindow.back() AudioTestWindow.back()
end end
}, },
@@ -90,7 +90,7 @@ function AudioTestWindow.update()
AudioTestWindow.list_func, AudioTestWindow.index_func AudioTestWindow.list_func, AudioTestWindow.index_func
) )
elseif Input.menu_confirm() then elseif Input.menu_confirm() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition() AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
elseif Input.menu_back() then elseif Input.menu_back() then
AudioTestWindow.back() AudioTestWindow.back()
end end

View File

@@ -5,11 +5,11 @@ ConfigurationWindow = {
function ConfigurationWindow.init() function ConfigurationWindow.init()
ConfigurationWindow.controls = { ConfigurationWindow.controls = {
UI.create_desition_item( UI.create_decision_item(
"Save", "Save",
function() Config.save() end function() Config.save() end
), ),
UI.create_desition_item( UI.create_decision_item(
"Restore Defaults", "Restore Defaults",
function() Config.restore_defaults() end function() Config.restore_defaults() end
), ),
@@ -19,11 +19,9 @@ end
function ConfigurationWindow.draw() function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration") UI.draw_top_bar("Configuration")
local x_start = 10 -- Left margin for labels local x_start = 10 local y_start = 40
local y_start = 40 local x_value_right_align = Config.screen.width - 10
local x_value_right_align = Config.screen.width - 10 -- Right margin for values local char_width = 4
local char_width = 4 -- Approximate character width for default font
for i, control in ipairs(ConfigurationWindow.controls) do for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12 local current_y = y_start + (i - 1) * 12
local color = Config.colors.green local color = Config.colors.green
@@ -32,20 +30,17 @@ function ConfigurationWindow.draw()
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)
-- Calculate x position for right-aligned 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) -- Shift label due to '<' Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(">", x_value_right_align + 4, current_y, color) else
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
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 == "desition_item" then elseif control.type == "decision_item" then
local label_text = control.label local label_text = control.label
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
@@ -82,16 +77,14 @@ function ConfigurationWindow.update()
if control then if control then
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local current_value = control.get() local current_value = control.get()
if btnp(2) then -- Left if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value) control.set(new_value)
elseif btnp(3) then -- Right elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end
elseif control.type == "desition_item" then elseif control.type == "decision_item" then
if Input.menu_confirm() then if Input.menu_confirm() then
control.desition() control.decision()
end end
end end
end end

View File

@@ -1,17 +1,17 @@
function GameWindow.draw() function GameWindow.draw()
local currentScreenData = Context.screens[Context.current_screen] local screen = Context.screens[Context.current_screen]
UI.draw_top_bar(currentScreenData.name) MapManager.draw(screen.background)
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then UI.draw_top_bar(screen.name)
local available_desitions = {} if screen and screen.decisions and #screen.decisions > 0 then
for _, desition_id in ipairs(currentScreenData.decisions) do local available_decisions = {}
local desition_obj = DesitionManager.get(desition_id) for _, decision_id in ipairs(screen.decisions) do
if desition_obj and desition_obj.condition() then -- Check condition directly local decision = DecisionManager.get(decision_id)
table.insert(available_desitions, desition_obj) if decision and decision.condition() then
table.insert(available_decisions, decision)
end end
end end
-- If no available desitions, display nothing or a message if #available_decisions > 0 then
if #available_desitions > 0 then UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
end end
end end
end end
@@ -23,51 +23,41 @@ function GameWindow.update()
return return
end end
-- Handle screen changing using up/down
if Input.up() then if Input.up() then
Context.current_screen = Context.current_screen - 1 Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then if Context.current_screen < 1 then
Context.current_screen = #Context.screens Context.current_screen = #Context.screens
end end
Context.selected_desition_index = 1 -- Reset selected decision on screen change Context.selected_decision_index = 1 elseif Input.down() then
elseif Input.down() then
Context.current_screen = Context.current_screen + 1 Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then if Context.current_screen > #Context.screens then
Context.current_screen = 1 Context.current_screen = 1
end end
Context.selected_desition_index = 1 -- Reset selected decision on screen change Context.selected_decision_index = 1 end
end
local currentScreenData = Context.screens[Context.current_screen] local screen = Context.screens[Context.current_screen]
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then if screen and screen.decisions and #screen.decisions > 0 then
local available_desitions = {} local available_decisions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do for _, decision_id in ipairs(screen.decisions) do
local desition_obj = DesitionManager.get(desition_id) local decision = DecisionManager.get(decision_id)
if desition_obj and desition_obj.condition() then -- Check condition directly if decision and decision.condition() then table.insert(available_decisions, decision)
table.insert(available_desitions, desition_obj)
end end
end end
-- If no available desitions, we can't update or execute if #available_decisions == 0 then return end
if #available_desitions == 0 then return end
-- Update selected decision using left/right inputs local new_selected_decision_index = UI.update_decision_selector(
local new_selected_desition_index = UI.update_desition_selector( available_decisions,
available_desitions, Context.selected_decision_index
Context.selected_desition_index
) )
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment if new_selected_decision_index ~= Context.selected_decision_index then
if new_selected_desition_index ~= Context.selected_desition_index then Context.selected_decision_index = new_selected_decision_index
Context.selected_desition_index = new_selected_desition_index
end end
-- Execute selected decision on Input.select()
if Input.select() then if Input.select() then
local selected_desition = available_desitions[Context.selected_desition_index] local selected_decision = available_decisions[Context.selected_decision_index]
if selected_desition and selected_desition.handle then -- Call handle directly if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
Audio.sfx_select() -- Play sound for selection
selected_desition.handle()
end end
end end
end end
@@ -75,5 +65,4 @@ end
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Context.active_window = new_state Context.active_window = new_state
-- Add any state-specific initialization/cleanup here later if needed end
end

View File

@@ -1,23 +1,20 @@
function IntroWindow.draw() function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 -- Centered text local x = (Config.screen.width - 132) / 2
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green) Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end end
function IntroWindow.update() function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed Context.intro.y = Context.intro.y - Context.intro.speed
-- Count lines in intro text to determine when scrolling is done
local lines = 1 local lines = 1
for _ in string.gmatch(Context.intro.text, "\n") do for _ in string.gmatch(Context.intro.text, "\n") do
lines = lines + 1 lines = lines + 1
end end
-- When text is off-screen, go to menu
if Context.intro.y < -lines * 8 then if Context.intro.y < -lines * 8 then
GameWindow.set_state(WINDOW_MENU) GameWindow.set_state(WINDOW_MENU)
end end
-- Skip intro by pressing A
if Input.menu_confirm() then if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU) GameWindow.set_state(WINDOW_MENU)
end end

View File

@@ -8,26 +8,23 @@ function MenuWindow.update()
if Input.menu_confirm() then if Input.menu_confirm() then
local selected_item = Context.menu_items[Context.selected_menu_item] local selected_item = Context.menu_items[Context.selected_menu_item]
if selected_item and selected_item.desition then if selected_item and selected_item.decision then
Audio.sfx_select() Audio.sfx_select()
selected_item.desition() selected_item.decision()
end end
end end
end end
function MenuWindow.new_game() function MenuWindow.new_game()
Context.new_game() -- This function will be created in Context Context.new_game() GameWindow.set_state(WINDOW_GAME)
GameWindow.set_state(WINDOW_GAME)
end end
function MenuWindow.load_game() function MenuWindow.load_game()
Context.load_game() -- This function will be created in Context Context.load_game() GameWindow.set_state(WINDOW_GAME)
GameWindow.set_state(WINDOW_GAME)
end end
function MenuWindow.save_game() function MenuWindow.save_game()
Context.save_game() -- This function will be created in Context Context.save_game() end
end
function MenuWindow.resume_game() function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME) GameWindow.set_state(WINDOW_GAME)
@@ -48,18 +45,16 @@ function MenuWindow.audio_test()
end end
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
Context.menu_items = {} -- Start with an empty table Context.menu_items = {}
if Context.game_in_progress then if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game}) table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game}) table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
end end
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game}) table.insert(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game}) table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration}) table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test}) table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit}) table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.selected_menu_item = 1 -- Reset selection after refreshing Context.selected_menu_item = 1 end
end

View File

@@ -1,56 +1,9 @@
function MinigameDDRWindow.init() function MinigameDDRWindow.init(params)
-- Calculate evenly spaced arrow positions Context.minigame_ddr = Minigames.configure_ddr(params)
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
Context.minigame_ddr = {
-- Progress bar (matching button mash style)
bar_fill = 0, -- 0 to 100
max_fill = 100,
fill_per_hit = 10, -- Points gained per perfect hit
miss_penalty = 5, -- Points lost per miss
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
-- Arrow settings
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
arrow_fall_speed = 1.5, -- Pixels per frame
arrows = {}, -- Active falling arrows {dir, x, y}
-- Target arrows at bottom (evenly spaced, centered on screen)
target_y = 115, -- Y position of target arrows
target_arrows = {
{dir = "left", x = start_x},
{dir = "down", x = start_x + arrow_size + arrow_spacing},
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
},
-- Hit detection
hit_threshold = 8, -- Pixels of tolerance for perfect hit
button_pressed_timers = {}, -- Visual feedback per arrow
button_press_duration = 8,
-- Input cooldown per direction
input_cooldowns = {
left = 0,
down = 0,
up = 0,
right = 0
},
input_cooldown_duration = 10,
-- Song/Pattern system
frame_counter = 0, -- Tracks frames since start
current_song = nil, -- Current song data
pattern_index = 1, -- Current position in pattern
use_pattern = false, -- If true, use song pattern; if false, use random spawning
return_window = WINDOW_GAME
}
end end
function MinigameDDRWindow.start(return_window, song_key) function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init() MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or WINDOW_GAME Context.minigame_ddr.return_window = return_window or WINDOW_GAME
-- Debug: Store song_key for display -- Debug: Store song_key for display
Context.minigame_ddr.debug_song_key = song_key Context.minigame_ddr.debug_song_key = song_key
@@ -273,7 +226,7 @@ function MinigameDDRWindow.draw()
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow bar_color = Config.colors.item -- yellow
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
bar_color = Config.colors.bar bar_color = Config.colors.blue
end end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color) rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end end
@@ -291,7 +244,7 @@ function MinigameDDRWindow.draw()
-- Draw falling arrows (blue) -- Draw falling arrows (blue)
if mg.arrows then if mg.arrows then
for _, arrow in ipairs(mg.arrows) do for _, arrow in ipairs(mg.arrows) do
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue) -- blue color
end end
end end
-- Draw instruction text -- Draw instruction text
@@ -318,6 +271,6 @@ function MinigameDDRWindow.draw()
) )
end end
else else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar) Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end end
end end

View File

@@ -1,25 +1,9 @@
function MinigameButtonMashWindow.init() function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = { Context.minigame_button_mash = Minigames.configure_button_mash(params)
bar_fill = 0, -- 0 to 100
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15, -- Base degradation per frame
degradation_multiplier = 0.006, -- Increases with bar fill
button_pressed_timer = 0, -- Visual feedback timer
button_press_duration = 8, -- Frames to show button press
return_window = WINDOW_GAME, -- Window to return to after completion
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
end end
function MinigameButtonMashWindow.start(return_window) function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init() MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
end end
@@ -73,7 +57,7 @@ function MinigameButtonMashWindow.draw()
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow bar_color = Config.colors.item -- yellow
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
bar_color = Config.colors.bar -- medium color bar_color = Config.colors.blue
end end
rect(mg.bar_x, mg.bar_y, fill_width, bar_color) rect(mg.bar_x, mg.bar_y, fill_width, bar_color)
end end

View File

@@ -1,35 +1,9 @@
function MinigameRhythmWindow.init() function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = { Context.minigame_rhythm = Minigames.configure_rhythm(params)
line_position = 0, -- Normalized position (0 to 1)
line_speed = 0.015, -- Movement speed per frame
line_direction = 1, -- 1 for left-to-right, -1 for right-to-left
target_center = 0.5, -- Center of target area (middle of bar)
target_width = 0.3, -- Width of target area (normalized)
initial_target_width = 0.3,
min_target_width = 0.08, -- Minimum width to keep game possible
target_shrink_rate = 0.9, -- Multiplier per successful hit (0.9 = 10% shrink)
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = WINDOW_GAME,
-- Visual layout (match button mash minigame dimensions)
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
-- Button indicator
button_x = 210,
button_y = 110,
button_size = 10,
-- Cooldown to prevent multiple presses in one frame
press_cooldown = 0,
press_cooldown_duration = 15
}
end end
function MinigameRhythmWindow.start(return_window) function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init() MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_RHYTHM Context.active_window = WINDOW_MINIGAME_RHYTHM
end end

View File

@@ -1,28 +1,21 @@
-- Simplified PopupWindow module
local POPUP_X = 40 local POPUP_X = 40
local POPUP_Y = 40 local POPUP_Y = 40
local POPUP_WIDTH = 160 local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80 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 -- Assuming 8 pixels per line for default font local LINE_HEIGHT = 8
function PopupWindow.show(content_strings) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} -- Ensure it's a table Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
end
function PopupWindow.hide() function PopupWindow.hide()
Context.popup.show = false Context.popup.show = false
Context.popup.content = {} -- Clear content Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
GameWindow.set_state(WINDOW_GAME) -- Return to game window
end
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 -- Allow either A or B to close if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
PopupWindow.hide()
end end
end end
end end
@@ -38,7 +31,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end end
-- Instruction to close
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