自食其力的土豆菜是好吃的土豆

This commit is contained in:
ws3917 2025-04-19 21:43:44 +08:00
parent 56396a8cf5
commit 5cf6b30d4c
9 changed files with 1191 additions and 1146 deletions

View File

@ -1,261 +1,297 @@
local ____lualib = require("lualib_bundle")
local __TS__New = ____lualib.__TS__New
local __TS__ObjectAssign = ____lualib.__TS__ObjectAssign
local ____exports = {}
local ____storyteller = require("code.engine.storyteller")
local ST_SEMITONE = ____storyteller.ST_SEMITONE
local STAudio = ____storyteller.STAudio
local STDaemon = ____storyteller.STDaemon
local STFont = ____storyteller.STFont
local STFrames = ____storyteller.STFrames
local STImage = ____storyteller.STImage
local function assets(extras, ____bindingPattern0)
local sound
local music
music = ____bindingPattern0.music
sound = ____bindingPattern0.sound
local menu_select = __TS__New(STAudio, "sounds/menu_select.ogg")
return __TS__ObjectAssign(
{
["f$fives"] = __TS__New(STFont, "fonts/fives.csv", "fonts/fives.png"),
["f$helloplayer"] = __TS__New(STFont, "fonts/helloplayer.csv", "fonts/helloplayer.png"),
["ic$player$down"] = __TS__New(STFrames, "images/characters/player/down.json", "images/characters/player/down.png"),
["ic$player$down_plush"] = __TS__New(STFrames, "images/characters/player/down_plush.json", "images/characters/player/down_plush.png"),
["ic$player$left"] = __TS__New(STFrames, "images/characters/player/left.json", "images/characters/player/left.png"),
["ic$player$left_plush"] = __TS__New(STFrames, "images/characters/player/left_plush.json", "images/characters/player/left_plush.png"),
["ic$player$right"] = __TS__New(STFrames, "images/characters/player/right.json", "images/characters/player/right.png"),
["ic$player$right_plush"] = __TS__New(STFrames, "images/characters/player/right_plush.json", "images/characters/player/right_plush.png"),
["ic$player$sleep"] = __TS__New(STFrames, "images/characters/player/sleep.json", "images/characters/player/sleep.png"),
["ic$player$up"] = __TS__New(STFrames, "images/characters/player/up.json", "images/characters/player/up.png"),
["ic$player$up_plush"] = __TS__New(STFrames, "images/characters/player/up_plush.json", "images/characters/player/up_plush.png"),
["ic$player$what_side"] = __TS__New(STImage, "images/characters/player/what_side.png"),
["ic$player$what_side_plush"] = __TS__New(STImage, "images/characters/player/what_side_plush.png"),
["ie$confused"] = __TS__New(STImage, "images/expressions/confused.png"),
["ie$ellipsis"] = __TS__New(STImage, "images/expressions/ellipsis.png"),
["ie$five"] = __TS__New(STImage, "images/expressions/five.png"),
["ie$four"] = __TS__New(STImage, "images/expressions/four.png"),
["ie$heart"] = __TS__New(STImage, "images/expressions/heart.png"),
["ie$note"] = __TS__New(STImage, "images/expressions/note.png"),
["ie$one"] = __TS__New(STImage, "images/expressions/one.png"),
["ie$surprise"] = __TS__New(STImage, "images/expressions/surprise.png"),
["ie$three"] = __TS__New(STImage, "images/expressions/three.png"),
["ie$two"] = __TS__New(STImage, "images/expressions/two.png"),
["ie$xicon"] = __TS__New(STImage, "images/expressions/xicon.png"),
["if$common$mystery"] = __TS__New(STImage, "images/faces/common/mystery.png"),
["if$player$annoyed"] = __TS__New(STImage, "images/faces/player/annoyed.png"),
["if$player$annoyed_large"] = __TS__New(STImage, "images/faces/player/annoyed_large.png"),
["if$player$confused"] = __TS__New(STImage, "images/faces/player/confused.png"),
["if$player$confused_large"] = __TS__New(STImage, "images/faces/player/confused_large.png"),
["if$player$cry"] = __TS__New(STFrames, "images/faces/player/cry.json", "images/faces/player/cry.png"),
["if$player$cry_large"] = __TS__New(STFrames, "images/faces/player/cry_large.json", "images/faces/player/cry_large.png"),
["if$player$default"] = __TS__New(STImage, "images/faces/player/default.png"),
["if$player$default_large"] = __TS__New(STImage, "images/faces/player/default_large.png"),
["if$player$determined"] = __TS__New(STImage, "images/faces/player/determined.png"),
["if$player$determined_large"] = __TS__New(STImage, "images/faces/player/determined_large.png"),
["if$player$determined2"] = __TS__New(STImage, "images/faces/player/determined2.png"),
["if$player$determined2_large"] = __TS__New(STImage, "images/faces/player/determined2_large.png"),
["if$player$happi"] = __TS__New(STImage, "images/faces/player/happi.png"),
["if$player$happi_large"] = __TS__New(STImage, "images/faces/player/happi_large.png"),
["if$player$happi2"] = __TS__New(STFrames, "images/faces/player/happi2.json", "images/faces/player/happi2.png"),
["if$player$happi2_large"] = __TS__New(STFrames, "images/faces/player/happi2_large.json", "images/faces/player/happi2_large.png"),
["if$player$sad"] = __TS__New(STImage, "images/faces/player/sad.png"),
["if$player$sad_large"] = __TS__New(STImage, "images/faces/player/sad_large.png"),
["if$player$sad2"] = __TS__New(STImage, "images/faces/player/sad2.png"),
["if$player$sad2_large"] = __TS__New(STImage, "images/faces/player/sad2_large.png"),
["if$player$side"] = __TS__New(STImage, "images/faces/player/side.png"),
["if$player$side_large"] = __TS__New(STImage, "images/faces/player/side_large.png"),
["if$player$sigh"] = __TS__New(STImage, "images/faces/player/sigh.png"),
["if$player$sigh_large"] = __TS__New(STImage, "images/faces/player/sigh_large.png"),
["if$player$sleep"] = __TS__New(STImage, "images/faces/player/sleep.png"),
["if$player$sleep_large"] = __TS__New(STImage, "images/faces/player/sleep_large.png"),
["if$player$sodesuka"] = __TS__New(STImage, "images/faces/player/sodesuka.png"),
["if$player$sodesuka_large"] = __TS__New(STImage, "images/faces/player/sodesuka_large.png"),
["if$player$surprise"] = __TS__New(STImage, "images/faces/player/surprise.png"),
["if$player$surprise_large"] = __TS__New(STImage, "images/faces/player/surprise_large.png"),
["if$player$sweat"] = __TS__New(STImage, "images/faces/player/sweat.png"),
["if$player$sweat_large"] = __TS__New(STImage, "images/faces/player/sweat_large.png"),
["if$player$sweat2"] = __TS__New(STImage, "images/faces/player/sweat2.png"),
["if$player$sweat2_large"] = __TS__New(STImage, "images/faces/player/sweat2_large.png"),
["if$player$sweat3"] = __TS__New(STImage, "images/faces/player/sweat3.png"),
["if$player$sweat3_large"] = __TS__New(STImage, "images/faces/player/sweat3_large.png"),
["if$player$sweat4"] = __TS__New(STImage, "images/faces/player/sweat4.png"),
["if$player$sweat4_large"] = __TS__New(STImage, "images/faces/player/sweat4_large.png"),
["if$player$sweat5"] = __TS__New(STImage, "images/faces/player/sweat5.png"),
["if$player$sweat5_large"] = __TS__New(STImage, "images/faces/player/sweat5_large.png"),
["if$player$upset"] = __TS__New(STImage, "images/faces/player/upset.png"),
["if$player$upset_large"] = __TS__New(STImage, "images/faces/player/upset_large.png"),
["if$player$upset2"] = __TS__New(STImage, "images/faces/player/upset2.png"),
["if$player$upset2_large"] = __TS__New(STImage, "images/faces/player/upset2_large.png"),
["if$player$what"] = __TS__New(STImage, "images/faces/player/what.png"),
["if$player$what_large"] = __TS__New(STImage, "images/faces/player/what_large.png"),
["if$player$wink"] = __TS__New(STImage, "images/faces/player/wink.png"),
["if$player$wink_large"] = __TS__New(STImage, "images/faces/player/wink_large.png"),
["if$player$xeyes"] = __TS__New(STImage, "images/faces/player/xeyes.png"),
["if$player$xeyes_large"] = __TS__New(STImage, "images/faces/player/xeyes_large.png"),
["ig$rhythm$backdrop"] = __TS__New(STImage, "images/games/rhythm/backdrop.png"),
["ig$rhythm$circle"] = __TS__New(STImage, "images/games/rhythm/circle.png"),
["ig$rhythm$emotion_anxiety"] = __TS__New(STFrames, "images/games/rhythm/emotion_anxiety.json", "images/games/rhythm/emotion_anxiety.png"),
["ig$rhythm$emotion_depression"] = __TS__New(STFrames, "images/games/rhythm/emotion_depression.json", "images/games/rhythm/emotion_depression.png"),
["ig$rhythm$expand_middle"] = __TS__New(STImage, "images/games/rhythm/expand_middle.png"),
["ig$rhythm$expand_side"] = __TS__New(STImage, "images/games/rhythm/expand_side.png"),
["ig$rhythm$flare"] = __TS__New(STFrames, "images/games/rhythm/flare.json", "images/games/rhythm/flare.png"),
["ig$rhythm$flare_diag"] = __TS__New(STFrames, "images/games/rhythm/flare_diag.json", "images/games/rhythm/flare_diag.png"),
["ig$rhythm$joystick_cardinal1"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal1.json", "images/games/rhythm/joystick_cardinal1.png"),
["ig$rhythm$joystick_cardinal2"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal2.json", "images/games/rhythm/joystick_cardinal2.png"),
["ig$rhythm$joystick_cardinal3"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal3.json", "images/games/rhythm/joystick_cardinal3.png"),
["ig$rhythm$joystick_cardinal4"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal4.json", "images/games/rhythm/joystick_cardinal4.png"),
["ig$rhythm$joystick_cardinal5"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal5.json", "images/games/rhythm/joystick_cardinal5.png"),
["ig$rhythm$joystick_cardinal6"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal6.json", "images/games/rhythm/joystick_cardinal6.png"),
["ig$rhythm$joystick_diagonal1"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal1.json", "images/games/rhythm/joystick_diagonal1.png"),
["ig$rhythm$joystick_diagonal2"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal2.json", "images/games/rhythm/joystick_diagonal2.png"),
["ig$rhythm$joystick_diagonal3"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal3.json", "images/games/rhythm/joystick_diagonal3.png"),
["ig$rhythm$joystick_diagonal4"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal4.json", "images/games/rhythm/joystick_diagonal4.png"),
["ig$rhythm$joystick_diagonal5"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal5.json", "images/games/rhythm/joystick_diagonal5.png"),
["ig$rhythm$joystick_diagonal6"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal6.json", "images/games/rhythm/joystick_diagonal6.png"),
["ig$rhythm$joystick_neutral1"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral1.json", "images/games/rhythm/joystick_neutral1.png"),
["ig$rhythm$joystick_neutral2"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral2.json", "images/games/rhythm/joystick_neutral2.png"),
["ig$rhythm$joystick_neutral3"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral3.json", "images/games/rhythm/joystick_neutral3.png"),
["ig$rhythm$joystick_neutral4"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral4.json", "images/games/rhythm/joystick_neutral4.png"),
["ig$rhythm$joystick_neutral5"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral5.json", "images/games/rhythm/joystick_neutral5.png"),
["ig$rhythm$joystick_neutral6"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral6.json", "images/games/rhythm/joystick_neutral6.png"),
["im$ch_dropdown"] = __TS__New(STImage, "images/menu/ch_dropdown.png"),
["im$dl_box"] = __TS__New(STImage, "images/menu/dl_box.png"),
["im$dl_circle"] = __TS__New(STImage, "images/menu/dl_circle.png"),
["im$dl_corner"] = __TS__New(STImage, "images/menu/dl_corner.png"),
["im$dl_edge"] = __TS__New(STImage, "images/menu/dl_edge.png"),
["im$logo"] = __TS__New(STFrames, "images/menu/logo.json", "images/menu/logo.png"),
["im$ov_bubble"] = __TS__New(STFrames, "images/menu/ov_bubble.json", "images/menu/ov_bubble.png"),
["im$ov_modal"] = __TS__New(STImage, "images/menu/ov_modal.png"),
["im$ov_toast"] = __TS__New(STImage, "images/menu/ov_toast.png"),
["im$tt_edge"] = __TS__New(STImage, "images/menu/tt_edge.png"),
["im$tt_side"] = __TS__New(STImage, "images/menu/tt_side.png"),
["im$volume"] = __TS__New(STFrames, "images/menu/volume.json", "images/menu/volume.png"),
["m$mainmenu"] = __TS__New(STDaemon, "music/mainmenu.ogg", {mixer = music, gain = 0.6, loop = true}),
["s$awaken"] = __TS__New(STDaemon, "sounds/awaken.ogg", {mixer = sound, gain = 0.6}),
["s$beep_error"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/beep_error.ogg"),
{mixer = sound}
),
["s$beep_power"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/beep_power.ogg"),
{mixer = sound, gain = 0.8}
),
["s$beep_sustain"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/beep_sustain.ogg"),
{mixer = sound}
),
["s$driller"] = __TS__New(STDaemon, "sounds/driller.ogg", {mixer = sound, gain = 0.35, rate = 1.2}),
["s$itemget"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/itemget.ogg"),
{mixer = sound}
),
["s$itemuse"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/itemuse.ogg"),
{mixer = sound}
),
["s$menu_navigate"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/menu_navigate.ogg"),
{mixer = sound, gain = 0.9}
),
["s$menu_select_huge"] = __TS__New(STDaemon, "sounds/menu_select_huge.ogg", {mixer = sound, gain = 0.6}),
["s$menu_select"] = __TS__New(STDaemon, menu_select, {mixer = sound, gain = 0.6}),
["s$menu_select$music"] = __TS__New(STDaemon, menu_select, {mixer = music, gain = 0.6}),
["s$noise"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/noise.ogg"),
{mixer = sound, gain = 0.4}
),
["s$reload_ex"] = __TS__New(STDaemon, "sounds/reload_ex.ogg", {mixer = sound}),
["s$reload"] = __TS__New(STDaemon, "sounds/reload.ogg", {mixer = sound}),
["s$ry_bounce"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/ry_bounce.ogg"),
{mixer = sound, gain = 0.5}
),
["s$ry_split"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/ry_split.ogg"),
{mixer = sound, gain = 0.8}
),
["s$scissors"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/scissors.ogg"),
{mixer = sound, rate = 0.75}
),
["s$step_bush"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_bush.ogg"),
{mixer = sound, gain = 0.3}
),
["s$step_carpet"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_carpet.ogg"),
{mixer = sound, gain = 1}
),
["s$step_ceramic"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_ceramic.ogg"),
{mixer = sound, gain = 0.25}
),
["s$step_concrete"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_concrete.ogg"),
{mixer = sound, gain = 0.8, rate = 1.2}
),
["s$step_glass"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_glass.ogg"),
{mixer = sound, gain = 0.6}
),
["s$step_grass"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_grass.ogg"),
{mixer = sound, gain = 0.2}
),
["s$step_gravel"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_gravel.ogg"),
{mixer = sound, gain = 0.5}
),
["s$step_metal"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_metal.ogg"),
{mixer = sound, gain = 0.5, rate = ST_SEMITONE ^ 2}
),
["s$step_plastic"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_plastic.ogg"),
{mixer = sound, gain = 1, rate = 0.8}
),
["s$warp_in"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/warp_in.ogg"),
{mixer = sound}
),
["s$warp_out"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/warp_out.ogg"),
{mixer = sound}
),
["s$warp_speed"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/warp_speed.ogg"),
{mixer = sound, loop = true}
),
["v$player"] = __TS__New(
STDaemon,
__TS__New(STAudio, "voices/player.ogg"),
{mixer = sound, gain = 0.7}
)
},
extras
)
end
____exports.default = assets
return ____exports
local ____lualib = require("lualib_bundle")
local __TS__New = ____lualib.__TS__New
local __TS__ObjectAssign = ____lualib.__TS__ObjectAssign
local ____exports = {}
local ____storyteller = require("code.engine.storyteller")
local ST_SEMITONE = ____storyteller.ST_SEMITONE
local STAudio = ____storyteller.STAudio
local STDaemon = ____storyteller.STDaemon
local STFont = ____storyteller.STFont
local STFrames = ____storyteller.STFrames
local STImage = ____storyteller.STImage
local function assets(extras, ____bindingPattern0)
local sound
local music
music = ____bindingPattern0.music
sound = ____bindingPattern0.sound
local menu_select = __TS__New(STAudio, "sounds/menu_select.ogg")
return __TS__ObjectAssign(
{
["f$fives"] = __TS__New(STFont, "fonts/fives.csv", "fonts/fives.png"),
["f$helloplayer"] = __TS__New(STFont, "fonts/helloplayer.csv", "fonts/helloplayer.png"),
["ic$player$down"] = __TS__New(STFrames, "images/characters/player/down.json",
"images/characters/player/down.png"),
["ic$player$down_plush"] = __TS__New(STFrames, "images/characters/player/down_plush.json",
"images/characters/player/down_plush.png"),
["ic$player$left"] = __TS__New(STFrames, "images/characters/player/left.json",
"images/characters/player/left.png"),
["ic$player$left_plush"] = __TS__New(STFrames, "images/characters/player/left_plush.json",
"images/characters/player/left_plush.png"),
["ic$player$right"] = __TS__New(STFrames, "images/characters/player/right.json",
"images/characters/player/right.png"),
["ic$player$right_plush"] = __TS__New(STFrames, "images/characters/player/right_plush.json",
"images/characters/player/right_plush.png"),
["ic$player$sleep"] = __TS__New(STFrames, "images/characters/player/sleep.json",
"images/characters/player/sleep.png"),
["ic$player$up"] = __TS__New(STFrames, "images/characters/player/up.json", "images/characters/player/up.png"),
["ic$player$up_plush"] = __TS__New(STFrames, "images/characters/player/up_plush.json",
"images/characters/player/up_plush.png"),
["ic$player$what_side"] = __TS__New(STImage, "images/characters/player/what_side.png"),
["ic$player$what_side_plush"] = __TS__New(STImage, "images/characters/player/what_side_plush.png"),
["ie$confused"] = __TS__New(STImage, "images/expressions/confused.png"),
["ie$ellipsis"] = __TS__New(STImage, "images/expressions/ellipsis.png"),
["ie$five"] = __TS__New(STImage, "images/expressions/five.png"),
["ie$four"] = __TS__New(STImage, "images/expressions/four.png"),
["ie$heart"] = __TS__New(STImage, "images/expressions/heart.png"),
["ie$note"] = __TS__New(STImage, "images/expressions/note.png"),
["ie$one"] = __TS__New(STImage, "images/expressions/one.png"),
["ie$surprise"] = __TS__New(STImage, "images/expressions/surprise.png"),
["ie$three"] = __TS__New(STImage, "images/expressions/three.png"),
["ie$two"] = __TS__New(STImage, "images/expressions/two.png"),
["ie$xicon"] = __TS__New(STImage, "images/expressions/xicon.png"),
["if$common$mystery"] = __TS__New(STImage, "images/faces/common/mystery.png"),
["if$player$annoyed"] = __TS__New(STImage, "images/faces/player/annoyed.png"),
["if$player$annoyed_large"] = __TS__New(STImage, "images/faces/player/annoyed_large.png"),
["if$player$confused"] = __TS__New(STImage, "images/faces/player/confused.png"),
["if$player$confused_large"] = __TS__New(STImage, "images/faces/player/confused_large.png"),
["if$player$cry"] = __TS__New(STFrames, "images/faces/player/cry.json", "images/faces/player/cry.png"),
["if$player$cry_large"] = __TS__New(STFrames, "images/faces/player/cry_large.json",
"images/faces/player/cry_large.png"),
["if$player$default"] = __TS__New(STImage, "images/faces/player/default.png"),
["if$player$default_large"] = __TS__New(STImage, "images/faces/player/default_large.png"),
["if$player$determined"] = __TS__New(STImage, "images/faces/player/determined.png"),
["if$player$determined_large"] = __TS__New(STImage, "images/faces/player/determined_large.png"),
["if$player$determined2"] = __TS__New(STImage, "images/faces/player/determined2.png"),
["if$player$determined2_large"] = __TS__New(STImage, "images/faces/player/determined2_large.png"),
["if$player$happi"] = __TS__New(STImage, "images/faces/player/happi.png"),
["if$player$happi_large"] = __TS__New(STImage, "images/faces/player/happi_large.png"),
["if$player$happi2"] = __TS__New(STFrames, "images/faces/player/happi2.json",
"images/faces/player/happi2.png"),
["if$player$happi2_large"] = __TS__New(STFrames, "images/faces/player/happi2_large.json",
"images/faces/player/happi2_large.png"),
["if$player$sad"] = __TS__New(STImage, "images/faces/player/sad.png"),
["if$player$sad_large"] = __TS__New(STImage, "images/faces/player/sad_large.png"),
["if$player$sad2"] = __TS__New(STImage, "images/faces/player/sad2.png"),
["if$player$sad2_large"] = __TS__New(STImage, "images/faces/player/sad2_large.png"),
["if$player$side"] = __TS__New(STImage, "images/faces/player/side.png"),
["if$player$side_large"] = __TS__New(STImage, "images/faces/player/side_large.png"),
["if$player$sigh"] = __TS__New(STImage, "images/faces/player/sigh.png"),
["if$player$sigh_large"] = __TS__New(STImage, "images/faces/player/sigh_large.png"),
["if$player$sleep"] = __TS__New(STImage, "images/faces/player/sleep.png"),
["if$player$sleep_large"] = __TS__New(STImage, "images/faces/player/sleep_large.png"),
["if$player$sodesuka"] = __TS__New(STImage, "images/faces/player/sodesuka.png"),
["if$player$sodesuka_large"] = __TS__New(STImage, "images/faces/player/sodesuka_large.png"),
["if$player$surprise"] = __TS__New(STImage, "images/faces/player/surprise.png"),
["if$player$surprise_large"] = __TS__New(STImage, "images/faces/player/surprise_large.png"),
["if$player$sweat"] = __TS__New(STImage, "images/faces/player/sweat.png"),
["if$player$sweat_large"] = __TS__New(STImage, "images/faces/player/sweat_large.png"),
["if$player$sweat2"] = __TS__New(STImage, "images/faces/player/sweat2.png"),
["if$player$sweat2_large"] = __TS__New(STImage, "images/faces/player/sweat2_large.png"),
["if$player$sweat3"] = __TS__New(STImage, "images/faces/player/sweat3.png"),
["if$player$sweat3_large"] = __TS__New(STImage, "images/faces/player/sweat3_large.png"),
["if$player$sweat4"] = __TS__New(STImage, "images/faces/player/sweat4.png"),
["if$player$sweat4_large"] = __TS__New(STImage, "images/faces/player/sweat4_large.png"),
["if$player$sweat5"] = __TS__New(STImage, "images/faces/player/sweat5.png"),
["if$player$sweat5_large"] = __TS__New(STImage, "images/faces/player/sweat5_large.png"),
["if$player$upset"] = __TS__New(STImage, "images/faces/player/upset.png"),
["if$player$upset_large"] = __TS__New(STImage, "images/faces/player/upset_large.png"),
["if$player$upset2"] = __TS__New(STImage, "images/faces/player/upset2.png"),
["if$player$upset2_large"] = __TS__New(STImage, "images/faces/player/upset2_large.png"),
["if$player$what"] = __TS__New(STImage, "images/faces/player/what.png"),
["if$player$what_large"] = __TS__New(STImage, "images/faces/player/what_large.png"),
["if$player$wink"] = __TS__New(STImage, "images/faces/player/wink.png"),
["if$player$wink_large"] = __TS__New(STImage, "images/faces/player/wink_large.png"),
["if$player$xeyes"] = __TS__New(STImage, "images/faces/player/xeyes.png"),
["if$player$xeyes_large"] = __TS__New(STImage, "images/faces/player/xeyes_large.png"),
["ig$rhythm$backdrop"] = __TS__New(STImage, "images/games/rhythm/backdrop.png"),
["ig$rhythm$circle"] = __TS__New(STImage, "images/games/rhythm/circle.png"),
["ig$rhythm$emotion_anxiety"] = __TS__New(STFrames, "images/games/rhythm/emotion_anxiety.json",
"images/games/rhythm/emotion_anxiety.png"),
["ig$rhythm$emotion_depression"] = __TS__New(STFrames, "images/games/rhythm/emotion_depression.json",
"images/games/rhythm/emotion_depression.png"),
["ig$rhythm$expand_middle"] = __TS__New(STImage, "images/games/rhythm/expand_middle.png"),
["ig$rhythm$expand_side"] = __TS__New(STImage, "images/games/rhythm/expand_side.png"),
["ig$rhythm$flare"] = __TS__New(STFrames, "images/games/rhythm/flare.json", "images/games/rhythm/flare.png"),
["ig$rhythm$flare_diag"] = __TS__New(STFrames, "images/games/rhythm/flare_diag.json",
"images/games/rhythm/flare_diag.png"),
["ig$rhythm$joystick_cardinal1"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal1.json",
"images/games/rhythm/joystick_cardinal1.png"),
["ig$rhythm$joystick_cardinal2"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal2.json",
"images/games/rhythm/joystick_cardinal2.png"),
["ig$rhythm$joystick_cardinal3"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal3.json",
"images/games/rhythm/joystick_cardinal3.png"),
["ig$rhythm$joystick_cardinal4"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal4.json",
"images/games/rhythm/joystick_cardinal4.png"),
["ig$rhythm$joystick_cardinal5"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal5.json",
"images/games/rhythm/joystick_cardinal5.png"),
["ig$rhythm$joystick_cardinal6"] = __TS__New(STFrames, "images/games/rhythm/joystick_cardinal6.json",
"images/games/rhythm/joystick_cardinal6.png"),
["ig$rhythm$joystick_diagonal1"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal1.json",
"images/games/rhythm/joystick_diagonal1.png"),
["ig$rhythm$joystick_diagonal2"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal2.json",
"images/games/rhythm/joystick_diagonal2.png"),
["ig$rhythm$joystick_diagonal3"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal3.json",
"images/games/rhythm/joystick_diagonal3.png"),
["ig$rhythm$joystick_diagonal4"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal4.json",
"images/games/rhythm/joystick_diagonal4.png"),
["ig$rhythm$joystick_diagonal5"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal5.json",
"images/games/rhythm/joystick_diagonal5.png"),
["ig$rhythm$joystick_diagonal6"] = __TS__New(STFrames, "images/games/rhythm/joystick_diagonal6.json",
"images/games/rhythm/joystick_diagonal6.png"),
["ig$rhythm$joystick_neutral1"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral1.json",
"images/games/rhythm/joystick_neutral1.png"),
["ig$rhythm$joystick_neutral2"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral2.json",
"images/games/rhythm/joystick_neutral2.png"),
["ig$rhythm$joystick_neutral3"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral3.json",
"images/games/rhythm/joystick_neutral3.png"),
["ig$rhythm$joystick_neutral4"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral4.json",
"images/games/rhythm/joystick_neutral4.png"),
["ig$rhythm$joystick_neutral5"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral5.json",
"images/games/rhythm/joystick_neutral5.png"),
["ig$rhythm$joystick_neutral6"] = __TS__New(STFrames, "images/games/rhythm/joystick_neutral6.json",
"images/games/rhythm/joystick_neutral6.png"),
["im$ch_dropdown"] = __TS__New(STImage, "images/menu/ch_dropdown.png"),
["im$dl_box"] = __TS__New(STImage, "images/menu/dl_box.png"),
["im$dl_circle"] = __TS__New(STImage, "images/menu/dl_circle.png"),
["im$dl_corner"] = __TS__New(STImage, "images/menu/dl_corner.png"),
["im$dl_edge"] = __TS__New(STImage, "images/menu/dl_edge.png"),
["im$logo"] = __TS__New(STFrames, "images/menu/logo.json", "images/menu/logo.png"),
["im$ov_bubble"] = __TS__New(STFrames, "images/menu/ov_bubble.json", "images/menu/ov_bubble.png"),
["im$ov_modal"] = __TS__New(STImage, "images/menu/ov_modal.png"),
["im$ov_toast"] = __TS__New(STImage, "images/menu/ov_toast.png"),
["im$tt_edge"] = __TS__New(STImage, "images/menu/tt_edge.png"),
["im$tt_side"] = __TS__New(STImage, "images/menu/tt_side.png"),
["im$volume"] = __TS__New(STFrames, "images/menu/volume.json", "images/menu/volume.png"),
["m$mainmenu"] = __TS__New(STDaemon, "music/mainmenu.ogg", { mixer = music, gain = 0.6, loop = true }),
["s$awaken"] = __TS__New(STDaemon, "sounds/awaken.ogg", { mixer = sound, gain = 0.6 }),
["im$menu_item"] = __TS__New(STImage, "images/menu/menu_item.png"), -- 四個貼圖的予加載
["im$menu_ponder"] = __TS__New(STImage, "images/menu/menu_ponder.png"),
["im$menu_options"] = __TS__New(STImage, "images/menu/menu_options.png"),
["im$menu_save"] = __TS__New(STImage, "images/menu/menu_save.png"),
["s$beep_error"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/beep_error.ogg"),
{ mixer = sound }
),
["s$beep_power"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/beep_power.ogg"),
{ mixer = sound, gain = 0.8 }
),
["s$beep_sustain"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/beep_sustain.ogg"),
{ mixer = sound }
),
["s$driller"] = __TS__New(STDaemon, "sounds/driller.ogg", { mixer = sound, gain = 0.35, rate = 1.2 }),
["s$itemget"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/itemget.ogg"),
{ mixer = sound }
),
["s$itemuse"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/itemuse.ogg"),
{ mixer = sound }
),
["s$menu_navigate"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/menu_navigate.ogg"),
{ mixer = sound, gain = 0.9 }
),
["s$menu_select_huge"] = __TS__New(STDaemon, "sounds/menu_select_huge.ogg", { mixer = sound, gain = 0.6 }),
["s$menu_select"] = __TS__New(STDaemon, menu_select, { mixer = sound, gain = 0.6 }),
["s$menu_select$music"] = __TS__New(STDaemon, menu_select, { mixer = music, gain = 0.6 }),
["s$noise"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/noise.ogg"),
{ mixer = sound, gain = 0.4 }
),
["s$reload_ex"] = __TS__New(STDaemon, "sounds/reload_ex.ogg", { mixer = sound }),
["s$reload"] = __TS__New(STDaemon, "sounds/reload.ogg", { mixer = sound }),
["s$ry_bounce"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/ry_bounce.ogg"),
{ mixer = sound, gain = 0.5 }
),
["s$ry_split"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/ry_split.ogg"),
{ mixer = sound, gain = 0.8 }
),
["s$scissors"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/scissors.ogg"),
{ mixer = sound, rate = 0.75 }
),
["s$step_bush"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_bush.ogg"),
{ mixer = sound, gain = 0.3 }
),
["s$step_carpet"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_carpet.ogg"),
{ mixer = sound, gain = 1 }
),
["s$step_ceramic"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_ceramic.ogg"),
{ mixer = sound, gain = 0.25 }
),
["s$step_concrete"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_concrete.ogg"),
{ mixer = sound, gain = 0.8, rate = 1.2 }
),
["s$step_glass"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_glass.ogg"),
{ mixer = sound, gain = 0.6 }
),
["s$step_grass"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_grass.ogg"),
{ mixer = sound, gain = 0.2 }
),
["s$step_gravel"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_gravel.ogg"),
{ mixer = sound, gain = 0.5 }
),
["s$step_metal"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_metal.ogg"),
{ mixer = sound, gain = 0.5, rate = ST_SEMITONE ^ 2 }
),
["s$step_plastic"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/step_plastic.ogg"),
{ mixer = sound, gain = 1, rate = 0.8 }
),
["s$warp_in"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/warp_in.ogg"),
{ mixer = sound }
),
["s$warp_out"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/warp_out.ogg"),
{ mixer = sound }
),
["s$warp_speed"] = __TS__New(
STDaemon,
__TS__New(STAudio, "sounds/warp_speed.ogg"),
{ mixer = sound, loop = true }
),
["v$player"] = __TS__New(
STDaemon,
__TS__New(STAudio, "voices/player.ogg"),
{ mixer = sound, gain = 0.7 }
)
},
extras
)
end
____exports.default = assets
return ____exports

View File

@ -247,26 +247,28 @@ local function atlas(assets, batch, ____debug, game, ____bindingPattern0, ____bi
player_menu.children[1]:attach(unpack(ST:populate(
4,
function(i)
return __TS__New(STText,
local imageKeys = {
"im$menu_item",
"im$menu_ponder",
"im$menu_options",
"im$menu_save"
}
return __TS__New(
STSprite,
{
font = assets["f$fives"],
anchor = { x = 0.5 },
position = { y = i * 7 },
content = ({ text.menu1, text.menu2, text.menu3, text.menu4 })
[i + 1]
}):addTicker(function(self)
if atlas.target == "menu" and atlas:selection() == ({ "item", "ponder", "options", "save" })[i + 1] then
self.color.red = 255
self.color.green = 255
self.color.blue = 255
elseif i == 0 and #inventory == 0 then
self.color.red = 63
self.color.green = 63
self.color.blue = 63
image = assets[imageKeys[i + 1]],
anchor = { x = 0.5, y = 0.5 },
position = { y = i * 7.5 + 2 }, -- 此處是「y = i * 間距 ± 基準座標偏移值」
scale = { x = 0.6, y = 0.6 } -- x軸和y軸的縮放
}
):addTicker(function(self)
-- 選中狀態處理(通過更改透明度)
if atlas.target == "menu" and atlas:selection() == ({ "item", "ponder", "options", "save" })[i + 1] then -- 選中
self.alpha.value = 1
elseif i == 0 and #inventory == 0 then -- item不可用時
self.alpha.value = 0.25
else
self.color.red = 127
self.color.green = 127
self.color.blue = 127
self.alpha.value = 0.5 -- 未選中
end
end)
end

View File

@ -14,13 +14,14 @@ local world = ____global.world
local ____launcher = require("code.screens.launcher")
local mouseButtonMenu = ____launcher.mouseButtonMenu
local function textGen()
return {header = "(Are you sure?)\n{color=0xff3f3f}(Unsaved data in this\nworld will be lost.)", button1 = "STAY", button2 = "EXIT"}
return { header = "(Are you sure?)\n{color=0xff3f3f}(Unsaved data in this\nworld will be lost.)", button1 = "STAY", button2 =
"EXIT" }
end
local function acquit(assets, atlas, batch, ____debug, ____bindingPattern0)
local screen
screen = ____bindingPattern0.screen
local text = textGen()
local state = {acquitted = false, debug = false}
local state = { acquitted = false, debug = false }
return {
text = text,
state = state,
@ -47,12 +48,12 @@ local function acquit(assets, atlas, batch, ____debug, ____bindingPattern0)
__TS__New(STRectangle, {
alpha = 0.5,
anchor = 0.5,
size = {x = 240, y = 180},
size = { x = 240, y = 180 },
color = 0,
priority = -3
}),
__TS__New(STRectangle, {anchor = 0.5, size = {x = 180, y = 90}, color = 0, priority = -2}),
__TS__New(STContainer, {priority = -1}):addDrawer(function(self)
__TS__New(STRectangle, { anchor = 0.5, size = { x = 180, y = 90 }, color = 0, priority = -2 }),
__TS__New(STContainer, { priority = -1 }):addDrawer(function(self)
love.graphics.setLineWidth(1 / 3)
love.graphics.rectangle(
"line",
@ -68,53 +69,55 @@ local function acquit(assets, atlas, batch, ____debug, ____bindingPattern0)
screen:attach(wrapper)
local ____self_2 = mouseButtonMenu(
wrapper,
{main = ST:populate(
3,
function(i)
local content = ({text.header, text.button1, text.button2})[i + 1]
local metadata
metadata = {
disabled = i == 0,
action = function(____, controller)
repeat
local ____switch12 = i
local ____cond12 = ____switch12 == 1
if ____cond12 then
controller["goto"](controller, nil)
metadata.disabled = true
state.acquitted = false
break
end
____cond12 = ____cond12 or ____switch12 == 2
if ____cond12 then
love.event.quit()
break
end
until true
end
}
local position = 0.5
return __TS__New(
STHitbox,
{
anchor = 0.5,
metadata = metadata,
position = {
x = (i == 0 and 0 or ST:spread(45, i - 1, 2)) - position,
y = (i == 0 and -8 or 24) - position
},
size = i == 0 and 0 or assets["f$fives"]:compute(content),
children = {__TS__New(STText, {
anchor = 0.5,
justify = i == 0 and 0.5 or nil,
font = i == 0 and assets["f$helloplayer"] or assets["f$fives"],
position = position,
content = content
})}
{
main = ST:populate(
3,
function(i)
local content = ({ text.header, text.button1, text.button2 })[i + 1]
local metadata
metadata = {
disabled = i == 0,
action = function(____, controller)
repeat
local ____switch12 = i
local ____cond12 = ____switch12 == 1
if ____cond12 then
controller["goto"](controller, nil)
metadata.disabled = true
state.acquitted = false
break
end
____cond12 = ____cond12 or ____switch12 == 2
if ____cond12 then
love.event.quit()
break
end
until true
end
}
)
end
)},
local position = 0.5
return __TS__New(
STHitbox,
{
anchor = 0.5,
metadata = metadata,
position = {
x = (i == 0 and 0 or ST:spread(45, i - 1, 2)) - position,
y = (i == 0 and -8 or 24) - position
},
size = i == 0 and 0 or assets["f$fives"]:compute(content),
children = { __TS__New(STText, {
anchor = 0.5,
justify = i == 0 and 0.5 or nil,
font = i == 0 and assets["f$helloplayer"] or assets["f$fives"],
position = position,
content = content
}) }
}
)
end
)
},
"main"
)
____self_2["then"](

View File

@ -247,26 +247,28 @@ local function atlas(assets, batch, ____debug, game, ____bindingPattern0, ____bi
player_menu.children[1]:attach(unpack(ST:populate(
4,
function(i)
return __TS__New(STText,
local imageKeys = {
"im$menu_item",
"im$menu_ponder",
"im$menu_options",
"im$menu_save"
}
return __TS__New(
STSprite,
{
font = assets["f$fives"],
anchor = { x = 0.5 },
position = { y = i * 7 },
content = ({ text.menu1, text.menu2, text.menu3, text.menu4 })
[i + 1]
}):addTicker(function(self)
if atlas.target == "menu" and atlas:selection() == ({ "item", "ponder", "options", "save" })[i + 1] then
self.color.red = 255
self.color.green = 255
self.color.blue = 255
elseif i == 0 and #inventory == 0 then
self.color.red = 63
self.color.green = 63
self.color.blue = 63
image = assets[imageKeys[i + 1]],
anchor = { x = 0.5, y = 0.5 },
position = { y = i * 7.5 + 2 }, -- 此處是「y = i * 間距 ± 基準座標偏移值」
scale = { x = 0.6, y = 0.6 } -- x軸和y軸的縮放
}
):addTicker(function(self)
-- 選中狀態處理(通過更改透明度)
if atlas.target == "menu" and atlas:selection() == ({ "item", "ponder", "options", "save" })[i + 1] then -- 選中
self.alpha.value = 1
elseif i == 0 and #inventory == 0 then -- item不可用時
self.alpha.value = 0.25
else
self.color.red = 127
self.color.green = 127
self.color.blue = 127
self.alpha.value = 0.5 -- 未選中
end
end)
end

View File

@ -41,22 +41,22 @@ local function textGen()
end
local help = { {} }
for ____, line in ipairs({
"ed - toggle engine debug display",
"fc - toggle map freecam",
"fps - get fps",
"fps <value> - set fps",
"help [page] - this command",
"r - return to last save",
"reset [level] - reset save file",
"rm - get map room index",
"rm <value> - set map room index",
"sk [page] - get save file keys",
"spd - get game speed",
"spd <value> - set game speed",
"sv <key> - get save file value",
"sv <key> <value> - set save file value",
"tp <x> <y> - teleport player"
}) do
"ed - toggle engine debug display",
"fc - toggle map freecam",
"fps - get fps",
"fps <value> - set fps",
"help [page] - this command",
"r - return to last save",
"reset [level] - reset save file",
"rm - get map room index",
"rm <value> - set map room index",
"sk [page] - get save file keys",
"spd - get game speed",
"spd <value> - set game speed",
"sv <key> - get save file value",
"sv <key> <value> - set save file value",
"tp <x> <y> - teleport player"
}) do
local ar = help[#help]
if #ar == 13 then
help[#help + 1] = { line }

File diff suppressed because it is too large Load Diff

View File

@ -15,70 +15,70 @@ local function textGen()
return {
"<p:player>(A pail. Good for collecting things.)",
unpack(accessor.event_home_bucket and ({
"<p:player><f:sigh>(Apart from rainwater, apparently.)"
}) or ({}))
"<p:player><f:sigh>(Apart from rainwater, apparently.)"
}) or ({}))
}
end
},
item_card = {
name = "Library Card",
info = {
"<p:player>(A library card with a blued, jeweled strip.)"
}
"<p:player>(A library card with a blued, jeweled strip.)"
}
},
item_drill = {
name = "Drill",
info = function()
return ({ {
"<p:player>(An electric drill, fully charged.)"
}, {
"<p:player>(An electric drill, half-charged.)"
}, {
"<p:player>(An electric drill. The batteries are dead.)"
} })
"<p:player>(An electric drill, fully charged.)"
}, {
"<p:player>(An electric drill, half-charged.)"
}, {
"<p:player>(An electric drill. The batteries are dead.)"
} })
[math.max((accessor.item_crowbar and 1 or 0) + (accessor.state_redleaf_gate == 1 and 1 or 0), 0) + 1]
end
},
item_goatplush = {
name = "Plushie",
info1a = {
"<p:player>(Never hurts to have one of these around.)"
},
"<p:player>(Never hurts to have one of these around.)"
},
info1b = {
"Wear it",
"Do nothing"
},
"Wear it",
"Do nothing"
},
info1c = {
"<p:player><f:sigh>(Up you go.)"
},
"<p:player><f:sigh>(Up you go.)"
},
info2a = {
"<p:player><f:wink>(A worn plushie.)"
},
"<p:player><f:wink>(A worn plushie.)"
},
info2b = {
"Take it off",
"Do nothing"
},
"Take it off",
"Do nothing"
},
info2c = {
"<p:player><f:sigh>(I'll take it off for now.)"
}
"<p:player><f:sigh>(I'll take it off for now.)"
}
},
item_rope = {
name = "Rope",
info = function()
return accessor.plot < 2 and ({
"<p:player>(A worn rope, nearly at its end.)"
}) or
"<p:player>(A worn rope, nearly at its end.)"
}) or
(accessor.plot < 3 and ({ "<p:player><f:side>(If only this were longer...)", accessor.item_cover and "<p:player><f:sweat4>(... then I wouldn't have to make ropes out of blankets.)" or "<p:player>(... maybe there's something else I could make a rope out of.)" }) or ({
"<p:player>(A worn rope, nearly at its end.)",
"<p:player><f:determined>(Nothing like the one I made myself.)"
}))
"<p:player>(A worn rope, nearly at its end.)",
"<p:player><f:determined>(Nothing like the one I made myself.)"
}))
end
},
item_scissors = {
name = "Scissors",
info = {
"<p:player>An average pair of kitchen scissors."
}
"<p:player>An average pair of kitchen scissors."
}
}
}
end

View File

@ -294,93 +294,93 @@ local function textGen(pager)
name = function() return accessor.item_glove1 and accessor.item_glove2 and "Work Gloves" or "Work Glove" end,
info = function()
return accessor.item_glove1 and accessor.item_glove2 and ({
"<p:player>(An insulated glove. Good for handling dangerous items.)"
}) or ({
"<p:player>(A pair of insulated gloves. Good for handling dangerous items.)"
})
"<p:player>(An insulated glove. Good for handling dangerous items.)"
}) or ({
"<p:player>(A pair of insulated gloves. Good for handling dangerous items.)"
})
end
},
item_boots = {
name = function() return accessor.item_boot1 and accessor.item_boot2 and "Work Boots" or "Work Boot" end,
info = function()
return accessor.item_boot1 and accessor.item_boot2 and ({
"<p:player>(A sturdy, high-topped boot. Good for traversing hazards.)"
}) or ({
"<p:player>(A pair of sturdy, high-topped boots. Good for traversing hazards.)"
})
"<p:player>(A sturdy, high-topped boot. Good for traversing hazards.)"
}) or ({
"<p:player>(A pair of sturdy, high-topped boots. Good for traversing hazards.)"
})
end
},
ponder_arrival = pager:create(0, {
"<p:player><f:sad>...",
"<p:player><f:sad>(The forest is beautiful...)"
}, {
"<p:player><f:sad>...",
"<p:player><f:sigh>(I have to keep going...)",
"<p:player>(Standing around won't get me any closer to home.)"
}),
"<p:player><f:sad>...",
"<p:player><f:sad>(The forest is beautiful...)"
}, {
"<p:player><f:sad>...",
"<p:player><f:sigh>(I have to keep going...)",
"<p:player>(Standing around won't get me any closer to home.)"
}),
ponder_chase = pager:create(0, {
"<p:player><f:side>(If I could just talk to them...)",
"<p:player><f:determined2>(... there's no time to lose!)"
}, {
"<p:player><f:determined>(... I've got to catch up to them!)"
}),
"<p:player><f:side>(If I could just talk to them...)",
"<p:player><f:determined2>(... there's no time to lose!)"
}, {
"<p:player><f:determined>(... I've got to catch up to them!)"
}),
ponder_gate = {
"<p:player><f:side>...",
"<p:player><f:side>(I need a closer look at that gate...)"
},
"<p:player><f:side>...",
"<p:player><f:side>(I need a closer look at that gate...)"
},
ponder_shock = function()
return {
"<p:player><f:side>(... hm...)",
unpack(accessor.item_glove1 and accessor.item_glove2 and accessor.item_boot1 and accessor.item_boot2 and
({
"<p:player><f:side>(I have these gloves... and these boots...)",
"<p:player>(Oh! I can use these to climb the gate safely!)"
}) or
"<p:player><f:side>(I have these gloves... and these boots...)",
"<p:player>(Oh! I can use these to climb the gate safely!)"
}) or
(accessor.item_glove1 and accessor.item_glove2 and ((accessor.item_boot1 or accessor.item_boot2) and ({
"<p:player><f:side>(I have these gloves... and this boot...)",
"<p:player>(With one more boot, I could climb the gate safely.)"
}) or ({
"<p:player><f:side>(I have these gloves...)",
"<p:player>(If I had something to protect my feet, I could climb the gate safely.)"
})) or (accessor.item_boot1 and accessor.item_boot2 and ((accessor.item_glove1 or accessor.item_glove2) and ({
"<p:player><f:side>(I have these boots... and this glove...)",
"<p:player>(With one more glove, I could climb the gate safely.)"
}) or ({
"<p:player><f:side>(I have these boots...)",
"<p:player>(If I had something to protect my hands, I could climb the gate safely.)"
})) or ((accessor.item_glove1 or accessor.item_glove2) and ((accessor.item_boot1 or accessor.item_boot2) and ({
"<p:player><f:side>(I have this glove... and this boot...)",
"<p:player>(If only I could duplicate them, I could climb the gate safely.)"
}) or ({
"<p:player><f:side>(I have this glove...)",
"<p:player><f:side>(If I had another glove, and something to protect my feet...)",
"<p:player>(... I could climb the gate safely.)"
})) or ((accessor.item_boot1 or accessor.item_boot2) and ({
"<p:player><f:side>(I have this boot...)",
"<p:player><f:side>(If I had another boot, and something to protect my hands...)",
"<p:player>(... I could climb the gate safely.)"
}) or ({
"<p:player><f:side>(If I had some extra gear to protect myself...)",
"<p:player>(... I could climb the gate safely.)"
}))))))
"<p:player><f:side>(I have these gloves... and this boot...)",
"<p:player>(With one more boot, I could climb the gate safely.)"
}) or ({
"<p:player><f:side>(I have these gloves...)",
"<p:player>(If I had something to protect my feet, I could climb the gate safely.)"
})) or (accessor.item_boot1 and accessor.item_boot2 and ((accessor.item_glove1 or accessor.item_glove2) and ({
"<p:player><f:side>(I have these boots... and this glove...)",
"<p:player>(With one more glove, I could climb the gate safely.)"
}) or ({
"<p:player><f:side>(I have these boots...)",
"<p:player>(If I had something to protect my hands, I could climb the gate safely.)"
})) or ((accessor.item_glove1 or accessor.item_glove2) and ((accessor.item_boot1 or accessor.item_boot2) and ({
"<p:player><f:side>(I have this glove... and this boot...)",
"<p:player>(If only I could duplicate them, I could climb the gate safely.)"
}) or ({
"<p:player><f:side>(I have this glove...)",
"<p:player><f:side>(If I had another glove, and something to protect my feet...)",
"<p:player>(... I could climb the gate safely.)"
})) or ((accessor.item_boot1 or accessor.item_boot2) and ({
"<p:player><f:side>(I have this boot...)",
"<p:player><f:side>(If I had another boot, and something to protect my hands...)",
"<p:player>(... I could climb the gate safely.)"
}) or ({
"<p:player><f:side>(If I had some extra gear to protect myself...)",
"<p:player>(... I could climb the gate safely.)"
}))))))
}
end,
ponder_gear = {
"<p:player><f:side>(... I think, with this extra gear I've found...)",
"<p:player>(... climbing the gate should be safe.)"
},
"<p:player><f:side>(... I think, with this extra gear I've found...)",
"<p:player>(... climbing the gate should be safe.)"
},
ponder_unlock = {
"<p:player>(... hm.)",
"<p:player><f:sigh>(Better get going before someone closes the gate again.)"
},
"<p:player>(... hm.)",
"<p:player><f:sigh>(Better get going before someone closes the gate again.)"
},
ponder_factory = pager:create(0, {
"<p:player><f:side>(... if I had to guess, I'd say this was a syrup factory...)",
"<p:player>(Definitely a factory of some kind, anyway.)",
"<p:player><f:confused>(Shouldn't there be tons of people working here?)"
}, {
"<p:player>...",
"<p:player><f:sweat4>(... maybe the workers are all on vacation.)"
}),
"<p:player><f:side>(... if I had to guess, I'd say this was a syrup factory...)",
"<p:player>(Definitely a factory of some kind, anyway.)",
"<p:player><f:confused>(Shouldn't there be tons of people working here?)"
}, {
"<p:player>...",
"<p:player><f:sweat4>(... maybe the workers are all on vacation.)"
}),
overworld = {
tutorial1 = "Press [X] while moving\nto sprint.",
tutorial2 = "Press [←] [→] to climb.",
@ -389,203 +389,203 @@ local function textGen(pager)
pipewerx3 = "(Arrange the pipes to connect\nthe two endpoints.)",
pipewerx4 = "(Press [X] to exit.)",
system1 = {
"Platform Engaged.",
"Selecting Mode: Transit",
"Selecting Destination: CRIMSON",
"Transit In Progress..."
},
"Platform Engaged.",
"Selecting Mode: Transit",
"Selecting Destination: CRIMSON",
"Transit In Progress..."
},
system2 = "`~1!2@3#4$5%6^7&8*9(0)-_=+[]\\|;:'\",<.>/?",
arrival1 = {
"<p:player><f:sweat>..."
},
"<p:player><f:sweat>..."
},
arrival2 = {
"<p:player><f:side>(It's the same as before...)",
"<p:player><f:sweat4>(... guess I... didn't really know what I was expecting.)"
},
"<p:player><f:side>(It's the same as before...)",
"<p:player><f:sweat4>(... guess I... didn't really know what I was expecting.)"
},
arrival3 = {
"<p:player><f:what>Whoa."
},
"<p:player><f:what>Whoa."
},
arrival4 = {
"<p:player><f:what>That's big."
},
"<p:player><f:what>That's big."
},
arrival5 = {
"<p:player><f:sigh>(Well, it's not home.)",
"<p:player>(But it's... also not that weird house.)",
"<p:player><f:side>(So that's good.)"
},
"<p:player><f:sigh>(Well, it's not home.)",
"<p:player>(But it's... also not that weird house.)",
"<p:player><f:side>(So that's good.)"
},
arrival6 = {
"<p:player><f:sad>(... I wish...)",
"<p:player><f:sigh>(... I had an umbrella.)"
},
"<p:player><f:sad>(... I wish...)",
"<p:player><f:sigh>(... I had an umbrella.)"
},
stowaway1 = {
"<p:player><f:sweat>...",
"<p:player><f:sweat3>H... hello?"
},
"<p:player><f:sweat>...",
"<p:player><f:sweat3>H... hello?"
},
stowaway2 = {
"<p:player><f:sad2>Wait, don't go! I..."
},
"<p:player><f:sad2>Wait, don't go! I..."
},
stowaway3 = {
"<p:player><f:determined>... get back here!"
},
"<p:player><f:determined>... get back here!"
},
stowaway4 = {
"<p:player><f:determined2>Hey, you!"
},
"<p:player><f:determined2>Hey, you!"
},
stowaway5 = {
"<p:player><f:sweat3>(There's nothing to be afraid of...)"
},
"<p:player><f:sweat3>(There's nothing to be afraid of...)"
},
stowaway6 = {
"<p:player><f:upset2>No, no, no!"
},
"<p:player><f:upset2>No, no, no!"
},
stowaway7 = {
"<p:player><f:annoyed>(... slam the gate on me, why don't you...)"
},
"<p:player><f:annoyed>(... slam the gate on me, why don't you...)"
},
bushitem1 = {
"<p:player><f:side>(There's something buried in here...)",
"<p:none>Pick it up?"
},
"<p:player><f:side>(There's something buried in here...)",
"<p:none>Pick it up?"
},
bushitem2 = {
"Yes",
"No"
},
"Yes",
"No"
},
glover0 = "Work Glove",
glover1 = {
"<p:player><f:surprise>(A glove!)",
"<h:a><p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Glove.",
"<p:player><f:sodesuka>(Feels... tough.)"
},
"<p:player><f:surprise>(A glove!)",
"<h:a><p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Glove.",
"<p:player><f:sodesuka>(Feels... tough.)"
},
glover2 = {
"<p:player><f:surprise>(Another glove!)",
"<h:a><p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Glove."
},
"<p:player><f:surprise>(Another glove!)",
"<h:a><p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Glove."
},
glovey1 = {
"<p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Glove.",
"<p:player><f:surprise>(A glove!)",
"<p:player><f:sodesuka>(Feels... tough.)"
},
"<p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Glove.",
"<p:player><f:surprise>(A glove!)",
"<p:player><f:sodesuka>(Feels... tough.)"
},
glovey2 = {
"<p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Glove.",
"<p:player><f:surprise>(Another glove!)"
},
"<p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Glove.",
"<p:player><f:surprise>(Another glove!)"
},
bootey1 = {
"<p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Boot.",
"<p:player>(... a single boot.)",
"<p:player><f:sigh>(Surely there's another one around, right?)"
},
"<p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Boot.",
"<p:player>(... a single boot.)",
"<p:player><f:sigh>(Surely there's another one around, right?)"
},
bootey2 = {
"<p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Boot.",
"<p:player><f:sigh>(Ah, there it is.)"
},
"<p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Boot.",
"<p:player><f:sigh>(Ah, there it is.)"
},
booter0 = "Work Boot",
booter1 = {
"<p:player>(... a single boot.)",
"<h:a><p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Boot.",
"<p:player><f:sigh>(Surely there's another one around, right?)"
},
"<p:player>(... a single boot.)",
"<h:a><p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Boot.",
"<p:player><f:sigh>(Surely there's another one around, right?)"
},
booter2 = {
"<p:player><f:sigh>(Ah, there it is.)",
"<h:a><p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Boot."
},
"<p:player><f:sigh>(Ah, there it is.)",
"<h:a><p:none>{color=0xa289dc}Dysu{color=0xffffff} got the Work Boot."
},
drillie1 = pager:create(0, {
"<p:player><f:sigh>(I could just use this drill to open the gate...)",
"<p:player>(... but in doing so, its batteries would be completely drained.)",
"<p:player><f:confused>(Would I be able to replace them?)"
}, {
"<p:player><f:confused>(Should I use the drill to open the gate, or save it for later?)"
}),
"<p:player><f:sigh>(I could just use this drill to open the gate...)",
"<p:player>(... but in doing so, its batteries would be completely drained.)",
"<p:player><f:confused>(Would I be able to replace them?)"
}, {
"<p:player><f:confused>(Should I use the drill to open the gate, or save it for later?)"
}),
drillie2 = {
"Use The Drill",
"Find Another Way"
},
"Use The Drill",
"Find Another Way"
},
drillie3 = {
"<p:player>..."
},
"<p:player>..."
},
drillie4 = {
"<p:player><f:sigh>(... that did the trick.)"
},
"<p:player><f:sigh>(... that did the trick.)"
},
gateclimb0 = "Gate",
gateclimb1 = {
"<p:player><f:side>...",
"<p:player><f:surprise>(Ah! Of course!)",
"<p:player><f:determined2>(I'll just climb over it!)"
},
"<p:player><f:side>...",
"<p:player><f:surprise>(Ah! Of course!)",
"<p:player><f:determined2>(I'll just climb over it!)"
},
gateclimb2a = {
"<p:player><f:annoyed>... ugh..."
},
"<p:player><f:annoyed>... ugh..."
},
gateclimb2b = {
"<p:player><f:sweat5>(... guess I'll have to find something else.)"
},
"<p:player><f:sweat5>(... guess I'll have to find something else.)"
},
gateclimb2c = {
"<p:player><f:side>(Wait. I have these gloves and boots...)",
"<p:player>(I could try again with the extra gear to protect myself.)",
"<p:none>Climb over the gate?"
},
"<p:player><f:side>(Wait. I have these gloves and boots...)",
"<p:player>(I could try again with the extra gear to protect myself.)",
"<p:none>Climb over the gate?"
},
gateclimb3 = {
"<p:player><f:sweat>(It's electrically charged.)"
},
"<p:player><f:sweat>(It's electrically charged.)"
},
gateclimb4 = {
"<p:player><f:sigh>(Can't climb over the gate without extra gear.)"
},
"<p:player><f:sigh>(Can't climb over the gate without extra gear.)"
},
gateclimb5 = pager:create(
0,
function()
local ____array_0 = __TS__SparseArrayNew(unpack(accessor.event_redleaf_gateclimb == 2 and ({
"<p:player>(I have the extra gear I need to protect myself.)"
}) or ({
"<p:player><f:side>(Wait. I have these gloves and boots now...)",
"<p:player>(I could try again with the extra gear to protect myself.)"
})))
"<p:player>(I have the extra gear I need to protect myself.)"
}) or ({
"<p:player><f:side>(Wait. I have these gloves and boots now...)",
"<p:player>(I could try again with the extra gear to protect myself.)"
})))
__TS__SparseArrayPush(____array_0, "<p:none>Climb over the gate?")
return { __TS__SparseArraySpread(____array_0) }
end,
{
"<p:none>Climb over the gate?"
}
"<p:none>Climb over the gate?"
}
),
gateclimb6 = {
"Yes",
"No"
},
"Yes",
"No"
},
gateclimb7 = {
"<p:player><f:sigh>(Third climb's the charm. placeholder :3)"
},
"<p:player><f:sigh>(Third climb's the charm. placeholder :3)"
},
gateclimb8 = {
"<p:player><f:determined2>(Alright!)"
},
"<p:player><f:determined2>(Alright!)"
},
gateclimb9 = {
"<p:player><f:confused>(Is this... a factory?)"
},
"<p:player><f:confused>(Is this... a factory?)"
},
gateclimb10 = {
"<p:player><f:sodesuka>(Time to find out what that rascal was up to.)"
}
"<p:player><f:sodesuka>(Time to find out what that rascal was up to.)"
}
},
trivia = {
tree = {
"<p:player><f:surprise>It's a tree! (placeholder :3)"
},
"<p:player><f:surprise>It's a tree! (placeholder :3)"
},
barrel = {
"<p:player><f:side>Barrel barrel barrel- (placeholder :3)"
},
"<p:player><f:side>Barrel barrel barrel- (placeholder :3)"
},
lid = {
"<p:player><f:annoyed>A lid. (placeholder :3)"
},
"<p:player><f:annoyed>A lid. (placeholder :3)"
},
facsign = {
"<p:player>\"REDLEAF INDUSTRIES\"\n\"Factory Grounds Nearby\""
},
"<p:player>\"REDLEAF INDUSTRIES\"\n\"Factory Grounds Nearby\""
},
sapsign = {
"<p:player>\"Kotokura Syrup Exports\"\n\"Redleaf Industries\""
},
"<p:player>\"Kotokura Syrup Exports\"\n\"Redleaf Industries\""
},
carsign = pager:create(0, {
"<p:player><f:sweat>\"Danger: Industrial Vehicles\"",
"<p:player><f:side>(Guess I should be careful...)"
}, {
"<p:player><f:sweat>\"Danger: Industrial Vehicles\""
}),
"<p:player><f:sweat>\"Danger: Industrial Vehicles\"",
"<p:player><f:side>(Guess I should be careful...)"
}, {
"<p:player><f:sweat>\"Danger: Industrial Vehicles\""
}),
powertower = {
"<p:player><f:confused>A powertower? (placeholder :3)"
},
"<p:player><f:confused>A powertower? (placeholder :3)"
},
placeholder2 = pager:create(0, {
"<p:player>placeholder :3"
})
"<p:player>placeholder :3"
})
},
trivia_tooltip = {
tree = "Tree",

View File

@ -247,26 +247,28 @@ local function atlas(assets, batch, ____debug, game, ____bindingPattern0, ____bi
player_menu.children[1]:attach(unpack(ST:populate(
4,
function(i)
return __TS__New(STText,
local imageKeys = {
"im$menu_item",
"im$menu_ponder",
"im$menu_options",
"im$menu_save"
}
return __TS__New(
STSprite,
{
font = assets["f$fives"],
anchor = { x = 0.5 },
position = { y = i * 7 },
content = ({ text.menu1, text.menu2, text.menu3, text.menu4 })
[i + 1]
}):addTicker(function(self)
if atlas.target == "menu" and atlas:selection() == ({ "item", "ponder", "options", "save" })[i + 1] then
self.color.red = 255
self.color.green = 255
self.color.blue = 255
elseif i == 0 and #inventory == 0 then
self.color.red = 63
self.color.green = 63
self.color.blue = 63
image = assets[imageKeys[i + 1]],
anchor = { x = 0.5, y = 0.5 },
position = { y = i * 7.5 + 2 }, -- 此處是「y = i * 間距 ± 基準座標偏移值」
scale = { x = 0.6, y = 0.6 } -- x軸和y軸的縮放
}
):addTicker(function(self)
-- 選中狀態處理(通過更改透明度)
if atlas.target == "menu" and atlas:selection() == ({ "item", "ponder", "options", "save" })[i + 1] then -- 選中
self.alpha.value = 1
elseif i == 0 and #inventory == 0 then -- item不可用時
self.alpha.value = 0.25
else
self.color.red = 127
self.color.green = 127
self.color.blue = 127
self.alpha.value = 0.5 -- 未選中
end
end)
end