State postfix

This commit is contained in:
2025-12-09 07:45:48 +01:00
parent 6dae70c7da
commit 3ca5adf414

View File

@@ -54,17 +54,17 @@ local GAME_STATE_INVENTORY_ACTION = 6
--------------------------------------------------------------------------------
-- Modules
--------------------------------------------------------------------------------
local Splash = {}
local Intro = {}
local Menu = {}
local Game = {}
local SplashState = {}
local IntroState = {}
local MenuState = {}
local GameState = {}
local UI = {}
local Input = {}
local Inventory = {}
local InventoryState = {}
local NpcActions = {}
local ItemActions = {}
local MenuActions = {}
local Dialog = {}
local DialogState = {}
--------------------------------------------------------------------------------
-- Game State
@@ -153,7 +153,7 @@ local State = {
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-- Inventory Module
--------------------------------------------------------------------------------
function Inventory.draw()
function InventoryState.draw()
cls(Config.colors.dark_grey)
UI.draw_top_bar("Inventory")
@@ -171,11 +171,11 @@ function Inventory.draw()
end
end
function Inventory.update()
function InventoryState.update()
State.selected_inventory_item = UI.update_menu(State.inventory, State.selected_inventory_item)
if Input.menu_confirm() and #State.inventory > 0 then
Dialog.show_menu_dialog(selected_item, {
DialogState.show_menu_dialog(selected_item, {
{label = "Use", action = ItemActions.use},
{label = "Drop", action = ItemActions.drop},
{label = "Look at", action = ItemActions.look_at},
@@ -229,7 +229,7 @@ function ItemActions.use()
State.game_state = GAME_STATE_INVENTORY
end
function ItemActions.look_at()
Dialog.show_description_dialog(State.active_entity, State.active_entity.desc)
DialogState.show_description_dialog(State.active_entity, State.active_entity.desc)
end
function ItemActions.put_away()
-- Add item to inventory
@@ -296,10 +296,10 @@ function UI.draw_top_bar(title)
end
function UI.draw_dialog()
Dialog.draw()
DialogState.draw()
end
function Dialog.draw()
function DialogState.draw()
rect(40, 40, 160, 80, Config.colors.black)
rectb(40, 40, 160, 80, Config.colors.green)
@@ -390,13 +390,13 @@ end
--------------------------------------------------------------------------------
-- Splash Module
--------------------------------------------------------------------------------
function Splash.draw()
function SplashState.draw()
cls(Config.colors.dark_grey)
print("Mr. Anderson's", 78, 60, Config.colors.green)
print("Addventure", 90, 70, Config.colors.green)
end
function Splash.update()
function SplashState.update()
State.splash_timer = State.splash_timer - 1
if State.splash_timer <= 0 or Input.menu_confirm() then
State.game_state = GAME_STATE_INTRO
@@ -406,13 +406,13 @@ end
--------------------------------------------------------------------------------
-- Intro Module
--------------------------------------------------------------------------------
function Intro.draw()
function IntroState.draw()
cls(Config.colors.dark_grey)
local x = (Config.screen.width - 132) / 2 -- Centered text
print(State.intro.text, x, State.intro.y, Config.colors.green)
end
function Intro.update()
function IntroState.update()
State.intro.y = State.intro.y - State.intro.speed
-- Count lines in intro text to determine when scrolling is done
@@ -435,13 +435,13 @@ end
--------------------------------------------------------------------------------
-- Menu Module
--------------------------------------------------------------------------------
function Menu.draw()
function MenuState.draw()
cls(Config.colors.dark_grey)
UI.draw_top_bar("Main Menu")
UI.draw_menu(State.menu_items, State.selected_menu_item, 108, 70)
end
function Menu.update()
function MenuState.update()
State.selected_menu_item = UI.update_menu(State.menu_items, State.selected_menu_item)
if Input.menu_confirm() then
@@ -455,7 +455,7 @@ end
--------------------------------------------------------------------------------
-- Game Module
--------------------------------------------------------------------------------
function Game.draw()
function GameState.draw()
local currentScreenData = State.screens[State.current_screen]
cls(Config.colors.dark_grey)
@@ -483,7 +483,7 @@ function Game.draw()
spr(State.player.sprite_id, State.player.x, State.player.y, 0)
end
function Game.update()
function GameState.update()
-- Handle input
if Input.left() then
State.player.vx = -Config.physics.move_speed
@@ -545,7 +545,7 @@ function Game.update()
-- NPC interaction
for _, npc in ipairs(currentScreenData.npcs) do
if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then
Dialog.show_menu_dialog(npc, {
DialogState.show_menu_dialog(npc, {
{label = "Talk to", action = NpcActions.talk_to},
{label = "Fight", action = NpcActions.fight},
{label = "Go back", action = NpcActions.go_back}
@@ -559,7 +559,7 @@ function Game.update()
-- Item interaction
for _, item in ipairs(currentScreenData.items) do
if math.abs(State.player.x - item.x) < 8 and math.abs(State.player.y - item.y) < 8 then
Dialog.show_menu_dialog(item, {
DialogState.show_menu_dialog(item, {
{label = "Use", action = ItemActions.use},
{label = "Look at", action = ItemActions.look_at},
{label = "Put away", action = ItemActions.put_away},
@@ -578,11 +578,9 @@ function Game.update()
end
end
function Game.update_dialog()
Dialog.update()
end
function Dialog.update()
function DialogState.update()
if State.showing_description then
if Input.menu_confirm() or Input.menu_back() then
State.showing_description = false
@@ -605,7 +603,7 @@ function Dialog.update()
end
end
function Dialog.show_menu_dialog(entity, menu_items, dialog_game_state)
function DialogState.show_menu_dialog(entity, menu_items, dialog_game_state)
State.active_entity = entity
State.dialog_text = "" -- Initial dialog text is empty, name is title
State.game_state = dialog_game_state or GAME_STATE_DIALOG
@@ -614,7 +612,7 @@ function Dialog.show_menu_dialog(entity, menu_items, dialog_game_state)
State.selected_dialog_menu_item = 1
end
function Dialog.show_description_dialog(entity, description_text)
function DialogState.show_description_dialog(entity, description_text)
State.active_entity = entity
State.dialog_text = description_text
State.game_state = GAME_STATE_DIALOG -- Or GAME_STATE_INVENTORY_ACTION depending on context, but GAME_STATE_DIALOG is fine for now
@@ -627,34 +625,34 @@ end
--------------------------------------------------------------------------------
local STATE_HANDLERS = {
[GAME_STATE_SPLASH] = function()
Splash.update()
Splash.draw()
SplashState.update()
SplashState.draw()
end,
[GAME_STATE_INTRO] = function()
Intro.update()
Intro.draw()
IntroState.update()
IntroState.draw()
end,
[GAME_STATE_MENU] = function()
Menu.update()
Menu.draw()
MenuState.update()
MenuState.draw()
end,
[GAME_STATE_GAME] = function()
Game.update()
Game.draw()
GameState.update()
GameState.draw()
end,
[GAME_STATE_DIALOG] = function()
Game.draw() -- Draw game behind dialog
Dialog.draw()
Dialog.update()
GameState.draw() -- Draw game behind dialog
DialogState.draw()
DialogState.update()
end,
[GAME_STATE_INVENTORY] = function()
Inventory.update()
Inventory.draw()
InventoryState.update()
InventoryState.draw()
end,
[GAME_STATE_INVENTORY_ACTION] = function()
Inventory.draw() -- Draw inventory behind dialog
Dialog.draw()
Dialog.update()
InventoryState.draw() -- Draw inventory behind dialog
DialogState.draw()
DialogState.update()
end,
}