refact
This commit is contained in:
@@ -64,6 +64,7 @@ local Inventory = {}
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local NpcActions = {}
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local ItemActions = {}
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local MenuActions = {}
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local Dialog = {}
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--------------------------------------------------------------------------------
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-- Game State
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@@ -173,22 +174,16 @@ end
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function Inventory.update()
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State.selected_inventory_item = UI.update_menu(State.inventory, State.selected_inventory_item)
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if Input.action() and #State.inventory > 0 then
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local selected_item = State.inventory[State.selected_inventory_item]
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State.active_entity = selected_item
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State.dialog_text = ""
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State.game_state = GAME_STATE_INVENTORY_ACTION
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State.showing_description = false
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State.dialog_menu_items = {
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if Input.menu_confirm() and #State.inventory > 0 then
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Dialog.show_menu_dialog(selected_item, {
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{label = "Use", action = ItemActions.use},
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{label = "Drop", action = ItemActions.drop},
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{label = "Look at", action = ItemActions.look_at},
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{label = "Go back", action = ItemActions.go_back_from_inventory_action}
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}
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State.selected_dialog_menu_item = 1
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}, GAME_STATE_INVENTORY_ACTION)
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end
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if Input.back() then
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if Input.menu_back() then
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State.game_state = GAME_STATE_GAME
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end
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end
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@@ -234,8 +229,7 @@ function ItemActions.use()
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State.game_state = GAME_STATE_INVENTORY
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end
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function ItemActions.look_at()
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State.dialog_text = State.active_entity.desc
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State.showing_description = true
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Dialog.show_description_dialog(State.active_entity, State.active_entity.desc)
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end
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function ItemActions.put_away()
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-- Add item to inventory
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@@ -288,10 +282,10 @@ function Input.up() return btnp(0) end
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function Input.down() return btnp(1) end
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function Input.left() return btn(2) end
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function Input.right() return btn(3) end
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function Input.jump() return btnp(4) end
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function Input.action() return btnp(4) end
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function Input.interact() return btnp(5) end -- B button
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function Input.back() return btnp(5) end
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function Input.player_jump() return btnp(4) end
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function Input.menu_confirm() return btnp(4) end
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function Input.player_interact() return btnp(5) end -- B button
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function Input.menu_back() return btnp(5) end
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--------------------------------------------------------------------------------
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-- UI Module
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@@ -302,6 +296,10 @@ function UI.draw_top_bar(title)
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end
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function UI.draw_dialog()
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Dialog.draw()
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end
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function Dialog.draw()
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rect(40, 40, 160, 80, Config.colors.black)
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rectb(40, 40, 160, 80, Config.colors.green)
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@@ -321,7 +319,7 @@ function UI.draw_dialog()
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UI.draw_menu(State.dialog_menu_items, State.selected_dialog_menu_item, 50, current_y + 2)
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else
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-- If description is showing, provide a "Go back" option automatically, or close dialog on action
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-- For now, let's just make it implicitly wait for Input.action() or Input.back() to close
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-- For now, let's just make it implicitly wait for Input.menu_confirm() or Input.menu_back() to close
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-- Or we can add a specific "Back" option here.
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-- Let's add a "Back" option for explicit return from description.
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print("[A] Go Back", 50, current_y + 10, Config.colors.green)
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@@ -400,7 +398,7 @@ end
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function Splash.update()
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State.splash_timer = State.splash_timer - 1
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if State.splash_timer <= 0 or Input.action() then
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if State.splash_timer <= 0 or Input.menu_confirm() then
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State.game_state = GAME_STATE_INTRO
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end
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end
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@@ -429,7 +427,7 @@ function Intro.update()
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end
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-- Skip intro by pressing A
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if Input.action() then
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if Input.menu_confirm() then
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State.game_state = GAME_STATE_MENU
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end
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end
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@@ -446,7 +444,7 @@ end
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function Menu.update()
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State.selected_menu_item = UI.update_menu(State.menu_items, State.selected_menu_item)
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if Input.action() then
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if Input.menu_confirm() then
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local selected_item = State.menu_items[State.selected_menu_item]
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if selected_item and selected_item.action then
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selected_item.action()
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@@ -495,7 +493,7 @@ function Game.update()
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State.player.vx = 0
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end
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if Input.jump() and State.player.jumps < Config.physics.max_jumps then
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if Input.player_jump() and State.player.jumps < Config.physics.max_jumps then
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State.player.vy = Config.physics.jump_power
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State.player.jumps = State.player.jumps + 1
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end
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@@ -542,21 +540,16 @@ function Game.update()
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end
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-- Entity interaction
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if Input.interact() then
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if Input.player_interact() then
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local interaction_found = false
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-- NPC interaction
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for _, npc in ipairs(currentScreenData.npcs) do
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if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then
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State.active_entity = npc
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State.dialog_text = ""
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State.game_state = GAME_STATE_DIALOG
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State.showing_description = false
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State.dialog_menu_items = {
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Dialog.show_menu_dialog(npc, {
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{label = "Talk to", action = NpcActions.talk_to},
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{label = "Fight", action = NpcActions.fight},
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{label = "Go back", action = NpcActions.go_back}
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}
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State.selected_dialog_menu_item = 1
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}, GAME_STATE_DIALOG)
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interaction_found = true
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break
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end
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@@ -566,17 +559,12 @@ function Game.update()
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-- Item interaction
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for _, item in ipairs(currentScreenData.items) do
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if math.abs(State.player.x - item.x) < 8 and math.abs(State.player.y - item.y) < 8 then
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State.active_entity = item
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State.dialog_text = ""
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State.game_state = GAME_STATE_DIALOG
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State.showing_description = false
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State.dialog_menu_items = {
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Dialog.show_menu_dialog(item, {
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{label = "Use", action = ItemActions.use},
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{label = "Look at", action = ItemActions.look_at},
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{label = "Put away", action = ItemActions.put_away},
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{label = "Go back", action = ItemActions.go_back_from_item_dialog}
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}
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State.selected_dialog_menu_item = 1
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}, GAME_STATE_DIALOG)
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interaction_found = true
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break
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end
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@@ -591,8 +579,12 @@ function Game.update()
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end
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function Game.update_dialog()
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Dialog.update()
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end
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function Dialog.update()
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if State.showing_description then
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if Input.action() or Input.back() then
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if Input.menu_confirm() or Input.menu_back() then
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State.showing_description = false
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State.dialog_text = "" -- Clear the description text
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-- No need to change game_state, as it remains in GAME_STATE_DIALOG or GAME_STATE_INVENTORY_ACTION
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@@ -600,19 +592,36 @@ function Game.update_dialog()
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else
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State.selected_dialog_menu_item = UI.update_menu(State.dialog_menu_items, State.selected_dialog_menu_item)
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if Input.action() then
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if Input.menu_confirm() then
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local selected_item = State.dialog_menu_items[State.selected_dialog_menu_item]
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if selected_item and selected_item.action then
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selected_item.action()
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end
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end
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if Input.back() then
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if Input.menu_back() then
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State.game_state = GAME_STATE_GAME
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end
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end
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end
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function Dialog.show_menu_dialog(entity, menu_items, dialog_game_state)
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State.active_entity = entity
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State.dialog_text = "" -- Initial dialog text is empty, name is title
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State.game_state = dialog_game_state or GAME_STATE_DIALOG
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State.showing_description = false
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State.dialog_menu_items = menu_items
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State.selected_dialog_menu_item = 1
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end
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function Dialog.show_description_dialog(entity, description_text)
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State.active_entity = entity
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State.dialog_text = description_text
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State.game_state = GAME_STATE_DIALOG -- Or GAME_STATE_INVENTORY_ACTION depending on context, but GAME_STATE_DIALOG is fine for now
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State.showing_description = true
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-- No menu items needed for description dialog
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end
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--------------------------------------------------------------------------------
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-- Main Game Loop
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--------------------------------------------------------------------------------
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@@ -635,8 +644,8 @@ local STATE_HANDLERS = {
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end,
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[GAME_STATE_DIALOG] = function()
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Game.draw() -- Draw game behind dialog
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UI.draw_dialog()
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Game.update_dialog()
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Dialog.draw()
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Dialog.update()
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end,
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[GAME_STATE_INVENTORY] = function()
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Inventory.update()
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@@ -644,8 +653,8 @@ local STATE_HANDLERS = {
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end,
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[GAME_STATE_INVENTORY_ACTION] = function()
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Inventory.draw() -- Draw inventory behind dialog
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UI.draw_dialog()
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Game.update_dialog()
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Dialog.draw()
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Dialog.update()
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end,
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}
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