shadowed text

This commit is contained in:
2025-12-13 19:57:50 +01:00
parent 5379e30cf3
commit 8e8d181c34
11 changed files with 36 additions and 26 deletions

View File

@@ -39,7 +39,7 @@ Based on the analysis of `mranderson.lua`, the following regularities and conven
11. **`spr()` for Sprites:** Individual sprites should be rendered using the `spr()` function.
12. **`map()` for Maps:** Tilemaps should be drawn using the `map()` function.
13. **`print()` for Text:** Text display should utilize the `print()` function.
13. **`Print.text()` for Text:** Text display should utilize the `Print.text()` function.
## Code Style

View File

@@ -1,5 +1,5 @@
function Item.use()
print("Used item: " .. Context.dialog.active_entity.name)
Print.text("Used item: " .. Context.dialog.active_entity.name)
GameWindow.set_state(WINDOW_INVENTORY)
end
function Item.look_at()

View File

@@ -7,6 +7,7 @@ local InventoryWindow = {}
local ConfigurationWindow = {}
local UI = {}
local Print = {}
local Input = {}
local NPC = {}
local Item = {}

View File

@@ -0,0 +1,8 @@
function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end
scale = scale or 1
print(text, x + 1, y + 1, shadow_color, fixed, scale)
print(text, x, y, color, fixed, scale)
end

View File

@@ -1,6 +1,6 @@
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
print(title, 3, 2, Config.colors.green)
Print.text(title, 3, 2, Config.colors.green)
end
function UI.draw_dialog()
@@ -11,9 +11,9 @@ function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then
print(">", x - 8, current_y, Config.colors.green)
Print.text(">", x - 8, current_y, Config.colors.green)
end
print(item.label, x, current_y, Config.colors.green)
Print.text(item.label, x, current_y, Config.colors.green)
end
end

View File

@@ -50,28 +50,28 @@ function ConfigurationWindow.draw()
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
print("<", x_start -8, current_y, color)
print(label_text, x_start, current_y, color) -- Shift label due to '<'
print(value_text, value_x, current_y, color)
print(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
Print.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
else
print(label_text, x_start, current_y, color)
print(value_text, value_x, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "action_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
print("<", x_start -8, current_y, color)
print(label_text, x_start, current_y, color)
print(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
Print.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else
print(label_text, x_start, current_y, color)
Print.text(label_text, x_start, current_y, color)
end
end
end
print("Press B to go back", x_start, 120, Config.colors.light_grey)
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end
function ConfigurationWindow.update()

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@@ -1,6 +1,6 @@
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 -- Centered text
print(Context.intro.text, x, Context.intro.y, Config.colors.green)
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end
function IntroWindow.update()

View File

@@ -2,15 +2,15 @@ function InventoryWindow.draw()
UI.draw_top_bar("Inventory")
if #Context.inventory == 0 then
print("Inventory is empty.", 70, 70, Config.colors.light_grey)
Print.text("Inventory is empty.", 70, 70, Config.colors.light_grey)
else
for i, item in ipairs(Context.inventory) do
local color = Config.colors.light_grey
if i == Context.selected_inventory_item then
color = Config.colors.green
print(">", 60, 20 + i * 10, color)
Print.text(">", 60, 20 + i * 10, color)
end
print(item.name, 70, 20 + i * 10, color)
Print.text(item.name, 70, 20 + i * 10, color)
end
end
end

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@@ -82,14 +82,14 @@ function PopupWindow.draw()
-- Display the entity's name as the dialog title
if Context.dialog.active_entity and Context.dialog.active_entity.name then
print(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
end
-- Display the dialog content (description for "look at", or initial name/dialog for others)
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
local current_y = 55 -- Starting Y position for the first line of content
for _, line in ipairs(wrapped_lines) do
print(line, 50, current_y, Config.colors.light_grey)
Print.text(line, 50, current_y, Config.colors.light_grey)
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
end
@@ -97,6 +97,6 @@ function PopupWindow.draw()
if not Context.dialog.showing_description then
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
else
print("[A] Go Back", 50, current_y + 10, Config.colors.green)
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
end
end

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@@ -1,6 +1,6 @@
function SplashWindow.draw()
print("Mr. Anderson's", 78, 60, Config.colors.green)
print("Addventure", 90, 70, Config.colors.green)
Print.text("Mr. Anderson's", 78, 60, Config.colors.green)
Print.text("Addventure", 90, 70, Config.colors.green)
end
function SplashWindow.update()

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@@ -1,8 +1,9 @@
meta/meta.header.lua
init/init.modules.lua
init/init.config.lua
init/init.windows.lua
init/init.modules.lua
init/init.context.lua
system/system.print.lua
entity/entity.npc.lua
entity/entity.item.lua
entity/entity.player.lua