npcs
This commit is contained in:
174
game.lua
174
game.lua
@@ -9,12 +9,16 @@
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-- Game state
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-- Game state
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STATE_MENU = 0
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STATE_MENU = 0
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STATE_GAME = 1
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STATE_GAME = 1
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STATE_DIALOG = 2
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gameState = STATE_MENU
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gameState = STATE_MENU
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-- Menu properties
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-- Menu properties
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menuItems = {"Play", "Exit"}
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menuItems = {"Play", "Exit"}
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selectedMenuItem = 1
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selectedMenuItem = 1
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-- NPC properties
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dialog_text = ""
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function draw_top_bar(title)
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function draw_top_bar(title)
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rect(0, 0, 240, 10, 0)
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rect(0, 0, 240, 10, 0)
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print(title, 3, 2, 13)
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print(title, 3, 2, 13)
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@@ -64,27 +68,39 @@ end
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-- Screen data
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-- Screen data
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screens = {
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screens = {
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{ -- Screen 1
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{ -- Screen 1
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name = "Home Screen",
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name = "Screen 1",
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platforms = {
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platforms = {
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{x = 80, y = 110, w = 40, h = 8},
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{x = 80, y = 110, w = 40, h = 8},
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{x = 160, y = 90, w = 40, h = 8}
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{x = 160, y = 90, w = 40, h = 8}
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},
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npcs = {
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{x = 180, y = 82, name = "Trinity"},
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{x = 90, y = 102, name = "Oracle"}
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}
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}
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},
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},
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{ -- Screen 2
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{ -- Screen 2
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name = "Second Screen",
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name = "Screen 2",
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platforms = {
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platforms = {
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{x = 30, y = 100, w = 50, h = 8},
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{x = 30, y = 100, w = 50, h = 8},
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{x = 100, y = 80, w = 50, h = 8},
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{x = 100, y = 80, w = 50, h = 8},
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{x = 170, y = 60, w = 50, h = 8}
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{x = 170, y = 60, w = 50, h = 8}
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},
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npcs = {
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{x = 120, y = 72, name = "Morpheus"},
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{x = 40, y = 92, name = "Tank"}
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}
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}
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},
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},
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{ -- Screen 3
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{ -- Screen 3
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name = "Third Screen",
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name = "Screen 3",
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platforms = {
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platforms = {
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{x = 50, y = 110, w = 30, h = 8},
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{x = 50, y = 110, w = 30, h = 8},
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{x = 100, y = 90, w = 30, h = 8},
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{x = 100, y = 90, w = 30, h = 8},
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{x = 150, y = 70, w = 30, h = 8},
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{x = 150, y = 70, w = 30, h = 8},
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{x = 200, y = 50, w = 30, h = 8}
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{x = 200, y = 50, w = 30, h = 8}
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},
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npcs = {
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{x = 210, y = 42, name = "Agent Smith"},
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{x = 160, y = 62, name = "Cypher"}
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}
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}
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}
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}
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}
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}
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@@ -155,7 +171,8 @@ function game_update()
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-- Apply gravity
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-- Apply gravity
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player.vy = player.vy + gravity
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player.vy = player.vy + gravity
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local currentPlatforms = screens[currentScreen].platforms
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local currentScreenData = screens[currentScreen]
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local currentPlatforms = currentScreenData.platforms
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-- Collision detection with platforms
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-- Collision detection with platforms
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for i, p in ipairs(currentPlatforms) do
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for i, p in ipairs(currentPlatforms) do
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if player.vy > 0 and player.y + player.h >= p.y and player.y + player.h <= p.y + p.h and player.x + player.w > p.x and player.x < p.x + p.w then
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if player.vy > 0 and player.y + player.h >= p.y and player.y + player.h <= p.y + p.h and player.x + player.w > p.x and player.x < p.x + p.w then
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@@ -172,15 +189,30 @@ function game_update()
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player.jumps = 0
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player.jumps = 0
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end
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end
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-- NPC interaction
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if btnp(4) then
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for i, npc in ipairs(currentScreenData.npcs) do
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if math.abs(player.x - npc.x) < 12 and math.abs(player.y - npc.y) < 12 then
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dialog_text = npc.name
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gameState = STATE_DIALOG
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end
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end
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end
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-- Clear screen
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-- Clear screen
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cls(13)
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cls(13)
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draw_top_bar(screens[currentScreen].name)
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draw_top_bar(currentScreenData.name)
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-- Draw platforms
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-- Draw platforms
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for i, p in ipairs(currentPlatforms) do
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for i, p in ipairs(currentPlatforms) do
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rect(p.x, p.y, p.w, p.h, 14)
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rect(p.x, p.y, p.w, p.h, 14)
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end
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end
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-- Draw NPCs
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for i, npc in ipairs(currentScreenData.npcs) do
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rect(npc.x, npc.y, 8, 8, 8)
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end
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-- Draw ground
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-- Draw ground
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rect(ground.x, ground.y, ground.w, ground.h, 14)
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rect(ground.x, ground.y, ground.w, ground.h, 14)
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@@ -189,12 +221,144 @@ function game_update()
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rect(player.x, player.y, player.w, player.h, 6)
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rect(player.x, player.y, player.w, player.h, 6)
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end
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end
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currentScreen = 1
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-- Player properties
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player = {
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x = 120,
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y = 128,
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w = 8,
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h = 8,
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vx = 0,
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vy = 0,
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jumps = 0
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}
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-- Ground properties
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ground = {
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x = 0,
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y = 136,
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w = 240,
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h = 8
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}
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-- Game constants
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gravity = 0.5
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jump_power = -5
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move_speed = 1.5
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max_jumps = 2
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function game_update()
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-- Handle input
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if btn(2) then
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player.vx = -move_speed
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elseif btn(3) then
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player.vx = move_speed
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else
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player.vx = 0
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end
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if btnp(4) and player.jumps < max_jumps then
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player.vy = jump_power
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player.jumps = player.jumps + 1
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end
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-- Update player position
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player.x = player.x + player.vx
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player.y = player.y + player.vy
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-- Screen transition
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if player.x > 240 - player.w then
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if currentScreen < #screens then
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currentScreen = currentScreen + 1
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player.x = 0
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else
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player.x = 240 - player.w
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end
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elseif player.x < 0 then
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if currentScreen > 1 then
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currentScreen = currentScreen - 1
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player.x = 240 - player.w
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else
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player.x = 0
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end
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end
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-- Apply gravity
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player.vy = player.vy + gravity
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local currentScreenData = screens[currentScreen]
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local currentPlatforms = currentScreenData.platforms
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-- Collision detection with platforms
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for i, p in ipairs(currentPlatforms) do
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if player.vy > 0 and player.y + player.h >= p.y and player.y + player.h <= p.y + p.h and player.x + player.w > p.x and player.x < p.x + p.w then
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player.y = p.y - player.h
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player.vy = 0
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player.jumps = 0
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end
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end
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-- Collision detection with ground
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if player.y + player.h > ground.y and player.x + player.w > ground.x and player.x < ground.x + ground.w then
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player.y = ground.y - player.h
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player.vy = 0
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player.jumps = 0
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end
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-- NPC interaction
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if btnp(4) then
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for i, npc in ipairs(currentScreenData.npcs) do
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if math.abs(player.x - npc.x) < 12 and math.abs(player.y - npc.y) < 12 then
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dialog_text = npc.name
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gameState = STATE_DIALOG
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end
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end
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end
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-- Clear screen
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cls(13)
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draw_top_bar(currentScreenData.name)
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-- Draw platforms
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for i, p in ipairs(currentPlatforms) do
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rect(p.x, p.y, p.w, p.h, 14)
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end
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-- Draw NPCs
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for i, npc in ipairs(currentScreenData.npcs) do
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rect(npc.x, npc.y, 8, 8, 8)
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end
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-- Draw ground
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rect(ground.x, ground.y, ground.w, ground.h, 14)
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-- Draw player
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rect(player.x, player.y, player.w, player.h, 6)
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end
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function draw_dialog()
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rect(40, 50, 160, 40, 0)
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rectb(40, 50, 160, 40, 14)
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print(dialog_text, 120 - #dialog_text * 2, 68, 14)
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end
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function update_dialog()
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if btnp(4) or btnp(5) then
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gameState = STATE_GAME
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end
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end
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function TIC()
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function TIC()
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if gameState == STATE_MENU then
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if gameState == STATE_MENU then
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update_menu()
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update_menu()
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draw_menu()
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draw_menu()
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elseif gameState == STATE_GAME then
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elseif gameState == STATE_GAME then
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game_update()
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game_update()
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elseif gameState == STATE_DIALOG then
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game_update() -- keep drawing the game state in the background
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draw_dialog()
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update_dialog()
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end
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end
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end
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end
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