split source
This commit is contained in:
29
inc/assets.lua
Normal file
29
inc/assets.lua
Normal file
@@ -0,0 +1,29 @@
|
||||
-- <TILES>
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||||
-- 000:4444444444444444444444444444444444444444444444444444444444444444
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||||
-- 001:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 002:5555555555555555555555555555555555555555555555555555555555555555
|
||||
-- 003:6666666666666666666666666666666666666666666666666666666666666666
|
||||
-- 004:7777777777777777777777777777777777777777777777777777777777777777
|
||||
-- 005:8888888888888888888888888888888888888888888888888888888888888888
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-- 006:9999999999999999999999999999999999999999999999999999999999999999
|
||||
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
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-- </TILES>
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-- <WAVES>
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-- 000:00000000ffffffff00000000ffffffff
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-- 001:0123456789abcdeffedcba9876543210
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-- 02:0123456789abcdef0123456789abcdef
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-- </WAVES>
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-- <SFX>
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-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
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-- </SFX>
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-- <TRACKS>
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-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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-- </TRACKS>
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-- <PALETTE>
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-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
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-- </PALETTE>
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35
inc/config.lua
Normal file
35
inc/config.lua
Normal file
@@ -0,0 +1,35 @@
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--------------------------------------------------------------------------------
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-- Game Configuration
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--------------------------------------------------------------------------------
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local Config = {
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screen = {
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width = 240,
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height = 136
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},
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colors = {
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black = 0,
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light_grey = 13,
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dark_grey = 14,
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green = 6,
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npc = 8,
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item = 12 -- yellow
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},
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player = {
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w = 8,
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h = 8,
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start_x = 120,
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start_y = 128,
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sprite_id = 1
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},
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physics = {
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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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interaction_radius_npc = 12, -- New constant
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interaction_radius_item = 8 -- New constant
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},
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timing = {
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splash_duration = 120 -- 2 seconds at 60fps
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}
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}
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267
inc/context.lua
Normal file
267
inc/context.lua
Normal file
@@ -0,0 +1,267 @@
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--------------------------------------------------------------------------------
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-- Game Window
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--------------------------------------------------------------------------------
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local Context = {
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active_window = WINDOW_SPLASH,
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inventory = {},
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intro = {
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y = Config.screen.height,
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speed = 0.5,
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text = "Mr. Anderson is an average\nprogrammer. His daily life\nrevolves around debugging,\npull requests, and end-of-sprint\nmeetings, all while secretly\ndreaming of being destined\nfor something more."
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},
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current_screen = 1,
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splash_timer = Config.timing.splash_duration,
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dialog = {
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text = "",
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menu_items = {},
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selected_menu_item = 1,
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active_entity = nil,
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showing_description = false,
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current_node_key = nil
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},
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player = {
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x = Config.player.start_x,
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y = Config.player.start_y,
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w = Config.player.w,
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h = Config.player.h,
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vx = 0,
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vy = 0,
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jumps = 0,
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sprite_id = Config.player.sprite_id
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},
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ground = {
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x = 0,
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y = Config.screen.height,
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w = Config.screen.width,
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h = 8
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},
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menu_items = {},
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selected_menu_item = 1,
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selected_inventory_item = 1,
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-- Screen data
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screens = {
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{
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-- Screen 1
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name = "Screen 1",
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platforms = {
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{
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x = 80,
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y = 110,
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w = 40,
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h = 8
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},
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{
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x = 160,
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y = 90,
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w = 40,
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h = 8
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}
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},
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npcs = {
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{
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x = 180,
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y = 82,
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name = "Trinity",
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sprite_id = 2,
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dialog = {
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start = {
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text = "Hello, Neo.",
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options = {
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{label = "Who are you?", next_node = "who_are_you"},
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{label = "My name is not Neo.", next_node = "not_neo"},
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{label = "...", next_node = "silent"}
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}
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},
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who_are_you = {
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text = "I am Trinity. I've been looking for you.",
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options = {
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{label = "The famous hacker?", next_node = "famous_hacker"},
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{label = "Why me?", next_node = "why_me"}
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}
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},
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not_neo = {
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text = "I know. But you will be.",
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options = {
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{label = "What are you talking about?", next_node = "who_are_you"}
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}
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},
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silent = {
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text = "You're not much of a talker, are you?",
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options = {
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{label = "I guess not.", next_node = "dialog_end"}
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}
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},
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famous_hacker = {
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text = "The one and only.",
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options = {
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{label = "Wow.", next_node = "dialog_end"}
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}
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},
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why_me = {
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text = "Morpheus believes you are The One.",
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options = {
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{label = "The One?", next_node = "the_one"}
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}
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},
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the_one = {
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text = "The one who will save us all.",
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options = {
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{label = "I'm just a programmer.", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "We'll talk later.",
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options = {} -- No options, ends conversation
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}
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}
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},
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{
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x = 90,
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y = 102,
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name = "Oracle",
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sprite_id = 3,
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dialog = {}
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}
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},
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items = {
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{
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x = 100,
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y = 128,
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w = 8,
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h = 8,
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name = "Key",
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sprite_id = 4,
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desc = "A rusty old key. It might open something."
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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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name = "Screen 2",
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platforms = {
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{
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x = 30,
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y = 100,
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w = 50,
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h = 8
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},
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{
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x = 100,
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y = 80,
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w = 50,
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h = 8
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},
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{
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x = 170,
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y = 60,
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w = 50,
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h = 8
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}
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},
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npcs = {
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{
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x = 120,
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y = 72,
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name = "Morpheus",
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sprite_id = 5,
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dialog = {
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start = {
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text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
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options = {
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{label = "It's an honor to meet you.", next_node = "honor"},
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{label = "You've been looking for me.", next_node = "looking_for_me"}
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}
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},
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honor = {
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text = "No, the honor is mine.",
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options = {
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{label = "What is this place?", next_node = "what_is_this_place"}
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}
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},
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looking_for_me = {
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text = "I have. For some time.",
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options = {
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{label = "What is this place?", next_node = "what_is_this_place"}
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}
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},
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what_is_this_place = {
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text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
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options = {
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{label = "Right.", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "I've been waiting for you, Neo. We have much to discuss.",
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options = {} -- Ends conversation
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}
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}
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},
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{
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x = 40,
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y = 92,
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name = "Tank",
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sprite_id = 6,
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dialog = {}
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}
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},
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items = {
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{
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x = 180,
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y = 52,
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w = 8,
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h = 8,
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name = "Potion",
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sprite_id = 7,
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desc = "A glowing red potion. It looks potent."
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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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name = "Screen 3",
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platforms = {
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{
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x = 50,
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y = 110,
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w = 30,
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h = 8
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},
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{
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x = 100,
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y = 90,
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w = 30,
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h = 8
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},
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{
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x = 150,
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y = 70,
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w = 30,
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h = 8
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},
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{
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x = 200,
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y = 50,
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w = 30,
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h = 8
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}
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},
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npcs = {
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{
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x = 210,
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y = 42,
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name = "Agent Smith",
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sprite_id = 8,
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dialog = {}
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},
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{
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x = 160,
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y = 62,
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name = "Cypher",
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sprite_id = 9,
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dialog = {}
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}
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},
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items = {}
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||||
}
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||||
}
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}
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137
inc/game.lua
Normal file
137
inc/game.lua
Normal file
@@ -0,0 +1,137 @@
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--------------------------------------------------------------------------------
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-- Game Module
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||||
--------------------------------------------------------------------------------
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||||
function GameWindow.draw()
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local currentScreenData = Context.screens[Context.current_screen]
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UI.draw_top_bar(currentScreenData.name)
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-- Draw platforms
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||||
for _, p in ipairs(currentScreenData.platforms) do
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rect(p.x, p.y, p.w, p.h, Config.colors.green)
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||||
end
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||||
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||||
-- Draw items
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||||
for _, item in ipairs(currentScreenData.items) do
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spr(item.sprite_id, item.x, item.y, 0)
|
||||
end
|
||||
|
||||
-- Draw NPCs
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
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||||
spr(npc.sprite_id, npc.x, npc.y, 0)
|
||||
end
|
||||
|
||||
-- Draw ground
|
||||
rect(Context.ground.x, Context.ground.y, Context.ground.w, Context.ground.h, Config.colors.dark_grey)
|
||||
|
||||
-- Draw player
|
||||
Player.draw()
|
||||
end
|
||||
|
||||
function Player.draw()
|
||||
spr(Context.player.sprite_id, Context.player.x, Context.player.y, 0)
|
||||
end
|
||||
|
||||
function Player.update()
|
||||
-- Handle input
|
||||
if Input.left() then
|
||||
Context.player.vx = -Config.physics.move_speed
|
||||
elseif Input.right() then
|
||||
Context.player.vx = Config.physics.move_speed
|
||||
else
|
||||
Context.player.vx = 0
|
||||
end
|
||||
|
||||
if Input.player_jump() and Context.player.jumps < Config.physics.max_jumps then
|
||||
Context.player.vy = Config.physics.jump_power
|
||||
Context.player.jumps = Context.player.jumps + 1
|
||||
end
|
||||
|
||||
-- Update player position
|
||||
Context.player.x = Context.player.x + Context.player.vx
|
||||
Context.player.y = Context.player.y + Context.player.vy
|
||||
|
||||
-- Screen transition
|
||||
if Context.player.x > Config.screen.width - Context.player.w then
|
||||
if Context.current_screen < #Context.screens then
|
||||
Context.current_screen = Context.current_screen + 1
|
||||
Context.player.x = 0
|
||||
else
|
||||
Context.player.x = Config.screen.width - Context.player.w
|
||||
end
|
||||
elseif Context.player.x < 0 then
|
||||
if Context.current_screen > 1 then
|
||||
Context.current_screen = Context.current_screen - 1
|
||||
Context.player.x = Config.screen.width - Context.player.w
|
||||
else
|
||||
Context.player.x = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Apply gravity
|
||||
Context.player.vy = Context.player.vy + Config.physics.gravity
|
||||
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
-- Collision detection with platforms
|
||||
for _, p in ipairs(currentScreenData.platforms) do
|
||||
if Context.player.vy > 0 and Context.player.y + Context.player.h >= p.y and Context.player.y + Context.player.h <= p.y + p.h and Context.player.x + Context.player.w > p.x and Context.player.x < p.x + p.w then
|
||||
Context.player.y = p.y - Context.player.h
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Collision detection with ground
|
||||
if Context.player.y + Context.player.h > Context.ground.y then
|
||||
Context.player.y = Context.ground.y - Context.player.h
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
end
|
||||
|
||||
-- Entity interaction
|
||||
if Input.player_interact() then
|
||||
local interaction_found = false
|
||||
-- NPC interaction
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
|
||||
if math.abs(Context.player.x - npc.x) < Config.physics.interaction_radius_npc and math.abs(Context.player.y - npc.y) < Config.physics.interaction_radius_npc then
|
||||
PopupWindow.show_menu_dialog(npc, {
|
||||
{label = "Talk to", action = NpcActions.talk_to},
|
||||
{label = "Fight", action = NpcActions.fight},
|
||||
{label = "Go back", action = NpcActions.go_back}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not interaction_found then
|
||||
-- Item interaction
|
||||
for _, item in ipairs(currentScreenData.items) do
|
||||
if math.abs(Context.player.x - item.x) < Config.physics.interaction_radius_item and math.abs(Context.player.y - item.y) < Config.physics.interaction_radius_item then
|
||||
PopupWindow.show_menu_dialog(item, {
|
||||
{label = "Use", action = ItemActions.use},
|
||||
{label = "Look at", action = ItemActions.look_at},
|
||||
{label = "Put away", action = ItemActions.put_away},
|
||||
{label = "Go back", action = ItemActions.go_back_from_item_dialog}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- If no interaction happened, open inventory
|
||||
if not interaction_found then
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function GameWindow.update()
|
||||
Player.update() -- Call the encapsulated player update logic
|
||||
end
|
||||
|
||||
function GameWindow.set_state(new_state)
|
||||
Context.active_window = new_state
|
||||
-- Add any state-specific initialization/cleanup here later if needed
|
||||
end
|
||||
7
inc/header.lua
Normal file
7
inc/header.lua
Normal file
@@ -0,0 +1,7 @@
|
||||
-- title: Mr Anderson's Adventure
|
||||
-- author: Zsolt Tasnadi
|
||||
-- desc: Life of a programmer in the Vector
|
||||
-- site: https://github.com/rastasi/mranderson
|
||||
-- license: MIT License
|
||||
-- version: 0.9
|
||||
-- script: lua
|
||||
11
inc/input.lua
Normal file
11
inc/input.lua
Normal file
@@ -0,0 +1,11 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Input Module
|
||||
--------------------------------------------------------------------------------
|
||||
function Input.up() return btnp(0) end
|
||||
function Input.down() return btnp(1) end
|
||||
function Input.left() return btn(2) end
|
||||
function Input.right() return btn(3) end
|
||||
function Input.player_jump() return btnp(4) end
|
||||
function Input.menu_confirm() return btnp(4) end
|
||||
function Input.player_interact() return btnp(5) end -- B button
|
||||
function Input.menu_back() return btnp(5) end
|
||||
28
inc/intro.lua
Normal file
28
inc/intro.lua
Normal file
@@ -0,0 +1,28 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Intro Module
|
||||
--------------------------------------------------------------------------------
|
||||
function IntroWindow.draw()
|
||||
local x = (Config.screen.width - 132) / 2 -- Centered text
|
||||
print(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
||||
end
|
||||
|
||||
function IntroWindow.update()
|
||||
Context.intro.y = Context.intro.y - Context.intro.speed
|
||||
|
||||
-- Count lines in intro text to determine when scrolling is done
|
||||
local lines = 1
|
||||
for _ in string.gmatch(Context.intro.text, "\n") do
|
||||
lines = lines + 1
|
||||
end
|
||||
|
||||
-- When text is off-screen, go to menu
|
||||
if Context.intro.y < -lines * 8 then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
|
||||
-- Skip intro by pressing A
|
||||
if Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
end
|
||||
|
||||
37
inc/inventory.lua
Normal file
37
inc/inventory.lua
Normal file
@@ -0,0 +1,37 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Inventory Module
|
||||
--------------------------------------------------------------------------------
|
||||
function InventoryWindow.draw()
|
||||
UI.draw_top_bar("Inventory")
|
||||
|
||||
if #Context.inventory == 0 then
|
||||
print("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)
|
||||
end
|
||||
print(item.name, 70, 20 + i * 10, color)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function InventoryWindow.update()
|
||||
Context.selected_inventory_item = UI.update_menu(Context.inventory, Context.selected_inventory_item)
|
||||
|
||||
if Input.menu_confirm() and #Context.inventory > 0 then
|
||||
local selected_item = Context.inventory[Context.selected_inventory_item]
|
||||
PopupWindow.show_menu_dialog(selected_item, {
|
||||
{label = "Use", action = ItemActions.use},
|
||||
{label = "Drop", action = ItemActions.drop},
|
||||
{label = "Look at", action = ItemActions.look_at},
|
||||
{label = "Go back", action = ItemActions.go_back_from_inventory_action}
|
||||
}, WINDOW_INVENTORY_ACTION)
|
||||
end
|
||||
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
end
|
||||
52
inc/item_actions.lua
Normal file
52
inc/item_actions.lua
Normal file
@@ -0,0 +1,52 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Item Actions
|
||||
--------------------------------------------------------------------------------
|
||||
function ItemActions.use()
|
||||
print("Used item: " .. Context.dialog.active_entity.name)
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
function ItemActions.look_at()
|
||||
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
|
||||
end
|
||||
function ItemActions.put_away()
|
||||
-- Add item to inventory
|
||||
table.insert(Context.inventory, Context.dialog.active_entity)
|
||||
|
||||
-- Remove item from screen
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
for i, item in ipairs(currentScreenData.items) do
|
||||
if item == Context.dialog.active_entity then
|
||||
table.remove(currentScreenData.items, i)
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- Go back to game
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
function ItemActions.go_back_from_item_dialog()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function ItemActions.go_back_from_inventory_action()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function ItemActions.drop()
|
||||
-- Remove item from inventory
|
||||
for i, item in ipairs(Context.inventory) do
|
||||
if item == Context.dialog.active_entity then
|
||||
table.remove(Context.inventory, i)
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- Add item to screen
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
Context.dialog.active_entity.x = Context.player.x
|
||||
Context.dialog.active_entity.y = Context.player.y
|
||||
table.insert(currentScreenData.items, Context.dialog.active_entity)
|
||||
|
||||
-- Go back to inventory
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
43
inc/main.lua
Normal file
43
inc/main.lua
Normal file
@@ -0,0 +1,43 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Main Game Loop
|
||||
--------------------------------------------------------------------------------
|
||||
local STATE_HANDLERS = {
|
||||
[WINDOW_SPLASH] = function()
|
||||
SplashWindow.update()
|
||||
SplashWindow.draw()
|
||||
end,
|
||||
[WINDOW_INTRO] = function()
|
||||
IntroWindow.update()
|
||||
IntroWindow.draw()
|
||||
end,
|
||||
[WINDOW_MENU] = function()
|
||||
MenuWindow.update()
|
||||
MenuWindow.draw()
|
||||
end,
|
||||
[WINDOW_GAME] = function()
|
||||
GameWindow.update()
|
||||
GameWindow.draw()
|
||||
end,
|
||||
[WINDOW_POPUP] = function()
|
||||
GameWindow.draw() -- Draw game behind dialog
|
||||
PopupWindow.update()
|
||||
PopupWindow.draw()
|
||||
end,
|
||||
[WINDOW_INVENTORY] = function()
|
||||
InventoryWindow.update()
|
||||
InventoryWindow.draw()
|
||||
end,
|
||||
[WINDOW_INVENTORY_ACTION] = function()
|
||||
InventoryWindow.draw() -- Draw inventory behind dialog
|
||||
PopupWindow.draw()
|
||||
PopupWindow.update()
|
||||
end,
|
||||
}
|
||||
|
||||
function TIC()
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[Context.active_window]
|
||||
if handler then
|
||||
handler()
|
||||
end
|
||||
end
|
||||
18
inc/menu.lua
Normal file
18
inc/menu.lua
Normal file
@@ -0,0 +1,18 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Menu Module
|
||||
--------------------------------------------------------------------------------
|
||||
function MenuWindow.draw()
|
||||
UI.draw_top_bar("Main Menu")
|
||||
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
|
||||
end
|
||||
|
||||
function MenuWindow.update()
|
||||
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||
if selected_item and selected_item.action then
|
||||
selected_item.action()
|
||||
end
|
||||
end
|
||||
end
|
||||
23
inc/menu_actions.lua
Normal file
23
inc/menu_actions.lua
Normal file
@@ -0,0 +1,23 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Menu Actions
|
||||
--------------------------------------------------------------------------------
|
||||
function MenuActions.play()
|
||||
-- Reset player state and screen for a new game
|
||||
Context.player.x = Config.player.start_x
|
||||
Context.player.y = Config.player.start_y
|
||||
Context.player.vx = 0
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
Context.current_screen = 1
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function MenuActions.exit()
|
||||
exit()
|
||||
end
|
||||
|
||||
-- Initialize menu items after actions are defined
|
||||
Context.menu_items = {
|
||||
{label = "Play", action = MenuActions.play},
|
||||
{label = "Exit", action = MenuActions.exit}
|
||||
}
|
||||
18
inc/modules.lua
Normal file
18
inc/modules.lua
Normal file
@@ -0,0 +1,18 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Modules
|
||||
--------------------------------------------------------------------------------
|
||||
-- Window Modules (in WINDOW order)
|
||||
local SplashWindow = {}
|
||||
local IntroWindow = {}
|
||||
local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {} -- Manages popups for WINDOW_POPUP and WINDOW_INVENTORY_ACTION
|
||||
local InventoryWindow = {} -- Used for WINDOW_INVENTORY
|
||||
|
||||
-- Other Modules
|
||||
local UI = {}
|
||||
local Input = {}
|
||||
local NpcActions = {}
|
||||
local ItemActions = {}
|
||||
local MenuActions = {}
|
||||
local Player = {}
|
||||
16
inc/npc_actions.lua
Normal file
16
inc/npc_actions.lua
Normal file
@@ -0,0 +1,16 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- NPC Actions
|
||||
--------------------------------------------------------------------------------
|
||||
function NpcActions.talk_to()
|
||||
local npc = Context.dialog.active_entity
|
||||
if npc.dialog and npc.dialog.start then
|
||||
PopupWindow.set_dialog_node("start")
|
||||
else
|
||||
-- if no dialog, go back
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
end
|
||||
function NpcActions.fight() end
|
||||
function NpcActions.go_back()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
98
inc/player.lua
Normal file
98
inc/player.lua
Normal file
@@ -0,0 +1,98 @@
|
||||
function Player.draw()
|
||||
spr(Context.player.sprite_id, Context.player.x, Context.player.y, 0)
|
||||
end
|
||||
|
||||
function Player.update()
|
||||
-- Handle input
|
||||
if Input.left() then
|
||||
Context.player.vx = -Config.physics.move_speed
|
||||
elseif Input.right() then
|
||||
Context.player.vx = Config.physics.move_speed
|
||||
else
|
||||
Context.player.vx = 0
|
||||
end
|
||||
|
||||
if Input.player_jump() and Context.player.jumps < Config.physics.max_jumps then
|
||||
Context.player.vy = Config.physics.jump_power
|
||||
Context.player.jumps = Context.player.jumps + 1
|
||||
end
|
||||
|
||||
-- Update player position
|
||||
Context.player.x = Context.player.x + Context.player.vx
|
||||
Context.player.y = Context.player.y + Context.player.vy
|
||||
|
||||
-- Screen transition
|
||||
if Context.player.x > Config.screen.width - Context.player.w then
|
||||
if Context.current_screen < #Context.screens then
|
||||
Context.current_screen = Context.current_screen + 1
|
||||
Context.player.x = 0
|
||||
else
|
||||
Context.player.x = Config.screen.width - Context.player.w
|
||||
end
|
||||
elseif Context.player.x < 0 then
|
||||
if Context.current_screen > 1 then
|
||||
Context.current_screen = Context.current_screen - 1
|
||||
Context.player.x = Config.screen.width - Context.player.w
|
||||
else
|
||||
Context.player.x = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Apply gravity
|
||||
Context.player.vy = Context.player.vy + Config.physics.gravity
|
||||
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
-- Collision detection with platforms
|
||||
for _, p in ipairs(currentScreenData.platforms) do
|
||||
if Context.player.vy > 0 and Context.player.y + Context.player.h >= p.y and Context.player.y + Context.player.h <= p.y + p.h and Context.player.x + Context.player.w > p.x and Context.player.x < p.x + p.w then
|
||||
Context.player.y = p.y - Context.player.h
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Collision detection with ground
|
||||
if Context.player.y + Context.player.h > Context.ground.y then
|
||||
Context.player.y = Context.ground.y - Context.player.h
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
end
|
||||
|
||||
-- Entity interaction
|
||||
if Input.player_interact() then
|
||||
local interaction_found = false
|
||||
-- NPC interaction
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
|
||||
if math.abs(Context.player.x - npc.x) < Config.physics.interaction_radius_npc and math.abs(Context.player.y - npc.y) < Config.physics.interaction_radius_npc then
|
||||
PopupWindow.show_menu_dialog(npc, {
|
||||
{label = "Talk to", action = NpcActions.talk_to},
|
||||
{label = "Fight", action = NpcActions.fight},
|
||||
{label = "Go back", action = NpcActions.go_back}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not interaction_found then
|
||||
-- Item interaction
|
||||
for _, item in ipairs(currentScreenData.items) do
|
||||
if math.abs(Context.player.x - item.x) < Config.physics.interaction_radius_item and math.abs(Context.player.y - item.y) < Config.physics.interaction_radius_item then
|
||||
PopupWindow.show_menu_dialog(item, {
|
||||
{label = "Use", action = ItemActions.use},
|
||||
{label = "Look at", action = ItemActions.look_at},
|
||||
{label = "Put away", action = ItemActions.put_away},
|
||||
{label = "Go back", action = ItemActions.go_back_from_item_dialog}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- If no interaction happened, open inventory
|
||||
if not interaction_found then
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
end
|
||||
end
|
||||
77
inc/popup.lua
Normal file
77
inc/popup.lua
Normal file
@@ -0,0 +1,77 @@
|
||||
function PopupWindow.set_dialog_node(node_key)
|
||||
local npc = Context.dialog.active_entity
|
||||
local node = npc.dialog[node_key]
|
||||
|
||||
if not node then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
return
|
||||
end
|
||||
|
||||
Context.dialog.current_node_key = node_key
|
||||
Context.dialog.text = node.text
|
||||
|
||||
local menu_items = {}
|
||||
if node.options then
|
||||
for _, option in ipairs(node.options) do
|
||||
table.insert(menu_items, {
|
||||
label = option.label,
|
||||
action = function()
|
||||
PopupWindow.set_dialog_node(option.next_node)
|
||||
end
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
-- if no options, it's the end of this branch.
|
||||
if #menu_items == 0 then
|
||||
table.insert(menu_items, {
|
||||
label = "Go back",
|
||||
action = function() GameWindow.set_state(WINDOW_GAME) end
|
||||
})
|
||||
end
|
||||
|
||||
Context.dialog.menu_items = menu_items
|
||||
Context.dialog.selected_menu_item = 1
|
||||
Context.dialog.showing_description = false
|
||||
GameWindow.set_state(WINDOW_POPUP)
|
||||
end
|
||||
|
||||
function PopupWindow.update()
|
||||
if Context.dialog.showing_description then
|
||||
if Input.menu_confirm() or Input.menu_back() then
|
||||
Context.dialog.showing_description = false
|
||||
Context.dialog.text = "" -- Clear the description text
|
||||
-- No need to change active_window, as it remains in WINDOW_POPUP or WINDOW_INVENTORY_ACTION
|
||||
end
|
||||
else
|
||||
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
|
||||
if selected_item and selected_item.action then
|
||||
selected_item.action()
|
||||
end
|
||||
end
|
||||
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
|
||||
Context.dialog.active_entity = entity
|
||||
Context.dialog.text = "" -- Initial dialog text is empty, name is title
|
||||
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
|
||||
Context.dialog.showing_description = false
|
||||
Context.dialog.menu_items = menu_items
|
||||
Context.dialog.selected_menu_item = 1
|
||||
end
|
||||
|
||||
function PopupWindow.show_description_dialog(entity, description_text)
|
||||
Context.dialog.active_entity = entity
|
||||
Context.dialog.text = description_text
|
||||
GameWindow.set_state(WINDOW_POPUP)
|
||||
Context.dialog.showing_description = true
|
||||
-- No menu items needed for description dialog
|
||||
end
|
||||
14
inc/splash.lua
Normal file
14
inc/splash.lua
Normal file
@@ -0,0 +1,14 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Splash Module
|
||||
--------------------------------------------------------------------------------
|
||||
function SplashWindow.draw()
|
||||
print("Mr. Anderson's", 78, 60, Config.colors.green)
|
||||
print("Addventure", 90, 70, Config.colors.green)
|
||||
end
|
||||
|
||||
function SplashWindow.update()
|
||||
Context.splash_timer = Context.splash_timer - 1
|
||||
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_INTRO)
|
||||
end
|
||||
end
|
||||
99
inc/ui.lua
Normal file
99
inc/ui.lua
Normal file
@@ -0,0 +1,99 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- UI Module
|
||||
--------------------------------------------------------------------------------
|
||||
function UI.draw_top_bar(title)
|
||||
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
||||
print(title, 3, 2, Config.colors.green)
|
||||
end
|
||||
|
||||
function UI.draw_dialog()
|
||||
PopupWindow.draw()
|
||||
end
|
||||
|
||||
function PopupWindow.draw()
|
||||
rect(40, 40, 160, 80, Config.colors.black)
|
||||
rectb(40, 40, 160, 80, Config.colors.green)
|
||||
|
||||
-- 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)
|
||||
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)
|
||||
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
|
||||
end
|
||||
|
||||
-- Adjust menu position based on the number of wrapped lines
|
||||
if not Context.dialog.showing_description then
|
||||
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
|
||||
else
|
||||
-- If description is showing, provide a "Go back" option automatically, or close dialog on action
|
||||
-- For now, let's just make it implicitly wait for Input.menu_confirm() or Input.menu_back() to close
|
||||
-- Or we can add a specific "Back" option here.
|
||||
-- Let's add a "Back" option for explicit return from description.
|
||||
print("[A] Go Back", 50, current_y + 10, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
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)
|
||||
end
|
||||
print(item.label, x, current_y, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
function UI.update_menu(items, selected_item)
|
||||
if Input.up() then
|
||||
selected_item = selected_item - 1
|
||||
if selected_item < 1 then
|
||||
selected_item = #items
|
||||
end
|
||||
elseif Input.down() then
|
||||
selected_item = selected_item + 1
|
||||
if selected_item > #items then
|
||||
selected_item = 1
|
||||
end
|
||||
end
|
||||
return selected_item
|
||||
end
|
||||
|
||||
function UI.word_wrap(text, max_chars_per_line)
|
||||
if text == nil then return {""} end
|
||||
local lines = {}
|
||||
|
||||
for input_line in (text .. "\n"):gmatch("(.-)\n") do
|
||||
local current_line = ""
|
||||
local words_in_line = 0
|
||||
for word in input_line:gmatch("%S+") do
|
||||
words_in_line = words_in_line + 1
|
||||
if #current_line == 0 then
|
||||
current_line = word
|
||||
elseif #current_line + #word + 1 <= max_chars_per_line then
|
||||
current_line = current_line .. " " .. word
|
||||
else
|
||||
table.insert(lines, current_line)
|
||||
current_line = word
|
||||
end
|
||||
end
|
||||
|
||||
if words_in_line > 0 then
|
||||
table.insert(lines, current_line)
|
||||
else
|
||||
table.insert(lines, "")
|
||||
end
|
||||
end
|
||||
|
||||
if #lines == 0 then
|
||||
return {""}
|
||||
end
|
||||
|
||||
return lines
|
||||
end
|
||||
|
||||
10
inc/windows.lua
Normal file
10
inc/windows.lua
Normal file
@@ -0,0 +1,10 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Game Windows
|
||||
--------------------------------------------------------------------------------
|
||||
local WINDOW_SPLASH = 0
|
||||
local WINDOW_INTRO = 1
|
||||
local WINDOW_MENU = 2
|
||||
local WINDOW_GAME = 3
|
||||
local WINDOW_POPUP = 4
|
||||
local WINDOW_INVENTORY = 5
|
||||
local WINDOW_INVENTORY_ACTION = 6
|
||||
Reference in New Issue
Block a user