split source
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1 +1,2 @@
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|||||||
.vscode
|
.vscode
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||||||
|
mranderson.lua
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|||||||
@@ -9,6 +9,7 @@ steps:
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<<: *environment
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<<: *environment
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XDG_RUNTIME_DIR: /tmp
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XDG_RUNTIME_DIR: /tmp
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commands:
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commands:
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- make build PROJECT=$GAME_NAME
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- tic80 --cli --skip --fs=. --cmd="load $GAME_NAME.$GAME_LANG & save $GAME_NAME & export html $GAME_NAME.html & exit"
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- tic80 --cli --skip --fs=. --cmd="load $GAME_NAME.$GAME_LANG & save $GAME_NAME & export html $GAME_NAME.html & exit"
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||||||
|
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- name: artifact
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- name: artifact
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47
Makefile
Normal file
47
Makefile
Normal file
@@ -0,0 +1,47 @@
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|
# -----------------------------------------
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# Makefile – TIC-80 project builder
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# Usage:
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# make PROJECT=mranderson
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# make build PROJECT=mranderson
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# make watch PROJECT=mranderson
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# make export PROJECT=mranderson
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# -----------------------------------------
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ifndef PROJECT
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$(error Specify the project name: make PROJECT=name)
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endif
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ORDER = $(PROJECT).inc
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OUTPUT = $(PROJECT).lua
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OUTPUT_ZIP = $(PROJECT).html.zip
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OUTPUT_TIC = $(PROJECT).tic
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SRC_DIR = inc
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SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
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all: build
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build: $(OUTPUT)
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@echo "==> Build complete: $(OUTPUT)"
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$(OUTPUT): $(SRC) $(ORDER)
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|
@echo "==> Building $(OUTPUT)..."
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|
@rm -f $(OUTPUT)
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@while read f; do \
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|
echo "-- FILE: $$f" >> $(OUTPUT); \
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cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
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|
echo "\n" >> $(OUTPUT); \
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done < $(ORDER)
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@echo "==> Done."
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export: $(OUTPUT)
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@echo "==> TIC-80 export..."
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tic80 --cli --skip --fs=. \
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--cmd="load $(OUTPUT) & save $(PROJECT) & export html $(PROJECT).html & exit"
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@zip -q $(OUTPUT_ZIP) $(PROJECT).html
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@echo "==> HTML ZIP: $(OUTPUT_ZIP)"
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@echo "==> TIC: $(OUTPUT_TIC)"
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watch:
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@echo "==> Watching project: $(PROJECT)"
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|
fswatch -o $(SRC_DIR) $(ORDER) | while read; do make build PROJECT=$(PROJECT); done
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29
inc/assets.lua
Normal file
29
inc/assets.lua
Normal file
@@ -0,0 +1,29 @@
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|
-- <TILES>
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||||||
|
-- 000:4444444444444444444444444444444444444444444444444444444444444444
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||||||
|
-- 001:1111111111111111111111111111111111111111111111111111111111111111
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||||||
|
-- 002:5555555555555555555555555555555555555555555555555555555555555555
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||||||
|
-- 003:6666666666666666666666666666666666666666666666666666666666666666
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||||||
|
-- 004:7777777777777777777777777777777777777777777777777777777777777777
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||||||
|
-- 005:8888888888888888888888888888888888888888888888888888888888888888
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||||||
|
-- 006:9999999999999999999999999999999999999999999999999999999999999999
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||||||
|
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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||||||
|
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
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||||||
|
-- </TILES>
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||||||
|
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||||||
|
-- <WAVES>
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||||||
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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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|
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||||||
|
-- <SFX>
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|
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
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||||||
|
-- </SFX>
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|
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|
-- <TRACKS>
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|
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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|
-- </TRACKS>
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|
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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 = {
|
||||||
|
text = "I am Trinity. I've been looking for you.",
|
||||||
|
options = {
|
||||||
|
{label = "The famous hacker?", next_node = "famous_hacker"},
|
||||||
|
{label = "Why me?", next_node = "why_me"}
|
||||||
|
}
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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 = {
|
||||||
|
{label = "What are you talking about?", next_node = "who_are_you"}
|
||||||
|
}
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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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||||||
|
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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||||||
|
why_me = {
|
||||||
|
text = "Morpheus believes you are The One.",
|
||||||
|
options = {
|
||||||
|
{label = "The One?", next_node = "the_one"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
the_one = {
|
||||||
|
text = "The one who will save us all.",
|
||||||
|
options = {
|
||||||
|
{label = "I'm just a programmer.", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
dialog_end = {
|
||||||
|
text = "We'll talk later.",
|
||||||
|
options = {} -- No options, ends conversation
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 90,
|
||||||
|
y = 102,
|
||||||
|
name = "Oracle",
|
||||||
|
sprite_id = 3,
|
||||||
|
dialog = {}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
items = {
|
||||||
|
{
|
||||||
|
x = 100,
|
||||||
|
y = 128,
|
||||||
|
w = 8,
|
||||||
|
h = 8,
|
||||||
|
name = "Key",
|
||||||
|
sprite_id = 4,
|
||||||
|
desc = "A rusty old key. It might open something."
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
-- Screen 2
|
||||||
|
name = "Screen 2",
|
||||||
|
platforms = {
|
||||||
|
{
|
||||||
|
x = 30,
|
||||||
|
y = 100,
|
||||||
|
w = 50,
|
||||||
|
h = 8
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 100,
|
||||||
|
y = 80,
|
||||||
|
w = 50,
|
||||||
|
h = 8
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 170,
|
||||||
|
y = 60,
|
||||||
|
w = 50,
|
||||||
|
h = 8
|
||||||
|
}
|
||||||
|
},
|
||||||
|
npcs = {
|
||||||
|
{
|
||||||
|
x = 120,
|
||||||
|
y = 72,
|
||||||
|
name = "Morpheus",
|
||||||
|
sprite_id = 5,
|
||||||
|
dialog = {
|
||||||
|
start = {
|
||||||
|
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
|
||||||
|
options = {
|
||||||
|
{label = "It's an honor to meet you.", next_node = "honor"},
|
||||||
|
{label = "You've been looking for me.", next_node = "looking_for_me"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
honor = {
|
||||||
|
text = "No, the honor is mine.",
|
||||||
|
options = {
|
||||||
|
{label = "What is this place?", next_node = "what_is_this_place"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
looking_for_me = {
|
||||||
|
text = "I have. For some time.",
|
||||||
|
options = {
|
||||||
|
{label = "What is this place?", next_node = "what_is_this_place"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
what_is_this_place = {
|
||||||
|
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
|
||||||
|
options = {
|
||||||
|
{label = "Right.", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
dialog_end = {
|
||||||
|
text = "I've been waiting for you, Neo. We have much to discuss.",
|
||||||
|
options = {} -- Ends conversation
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 40,
|
||||||
|
y = 92,
|
||||||
|
name = "Tank",
|
||||||
|
sprite_id = 6,
|
||||||
|
dialog = {}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
items = {
|
||||||
|
{
|
||||||
|
x = 180,
|
||||||
|
y = 52,
|
||||||
|
w = 8,
|
||||||
|
h = 8,
|
||||||
|
name = "Potion",
|
||||||
|
sprite_id = 7,
|
||||||
|
desc = "A glowing red potion. It looks potent."
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
-- Screen 3
|
||||||
|
name = "Screen 3",
|
||||||
|
platforms = {
|
||||||
|
{
|
||||||
|
x = 50,
|
||||||
|
y = 110,
|
||||||
|
w = 30,
|
||||||
|
h = 8
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 100,
|
||||||
|
y = 90,
|
||||||
|
w = 30,
|
||||||
|
h = 8
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 150,
|
||||||
|
y = 70,
|
||||||
|
w = 30,
|
||||||
|
h = 8
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 200,
|
||||||
|
y = 50,
|
||||||
|
w = 30,
|
||||||
|
h = 8
|
||||||
|
}
|
||||||
|
},
|
||||||
|
npcs = {
|
||||||
|
{
|
||||||
|
x = 210,
|
||||||
|
y = 42,
|
||||||
|
name = "Agent Smith",
|
||||||
|
sprite_id = 8,
|
||||||
|
dialog = {}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 160,
|
||||||
|
y = 62,
|
||||||
|
name = "Cypher",
|
||||||
|
sprite_id = 9,
|
||||||
|
dialog = {}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
items = {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
137
inc/game.lua
Normal file
137
inc/game.lua
Normal file
@@ -0,0 +1,137 @@
|
|||||||
|
--------------------------------------------------------------------------------
|
||||||
|
-- Game Module
|
||||||
|
--------------------------------------------------------------------------------
|
||||||
|
function GameWindow.draw()
|
||||||
|
local currentScreenData = Context.screens[Context.current_screen]
|
||||||
|
|
||||||
|
UI.draw_top_bar(currentScreenData.name)
|
||||||
|
|
||||||
|
-- Draw platforms
|
||||||
|
for _, p in ipairs(currentScreenData.platforms) do
|
||||||
|
rect(p.x, p.y, p.w, p.h, Config.colors.green)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Draw items
|
||||||
|
for _, item in ipairs(currentScreenData.items) do
|
||||||
|
spr(item.sprite_id, item.x, item.y, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Draw NPCs
|
||||||
|
for _, npc in ipairs(currentScreenData.npcs) do
|
||||||
|
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
|
||||||
18
mranderson.inc
Normal file
18
mranderson.inc
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
header.lua
|
||||||
|
config.lua
|
||||||
|
windows.lua
|
||||||
|
modules.lua
|
||||||
|
context.lua
|
||||||
|
inventory.lua
|
||||||
|
menu_actions.lua
|
||||||
|
npc_actions.lua
|
||||||
|
item_actions.lua
|
||||||
|
input.lua
|
||||||
|
ui.lua
|
||||||
|
splash.lua
|
||||||
|
intro.lua
|
||||||
|
menu.lua
|
||||||
|
game.lua
|
||||||
|
popup.lua
|
||||||
|
main.lua
|
||||||
|
assets.lua
|
||||||
935
mranderson.lua
935
mranderson.lua
@@ -1,935 +0,0 @@
|
|||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Game Configuration
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
local Config = {
|
|
||||||
screen = {
|
|
||||||
width = 240,
|
|
||||||
height = 136
|
|
||||||
},
|
|
||||||
colors = {
|
|
||||||
black = 0,
|
|
||||||
light_grey = 13,
|
|
||||||
dark_grey = 14,
|
|
||||||
green = 6,
|
|
||||||
npc = 8,
|
|
||||||
item = 12 -- yellow
|
|
||||||
},
|
|
||||||
player = {
|
|
||||||
w = 8,
|
|
||||||
h = 8,
|
|
||||||
start_x = 120,
|
|
||||||
start_y = 128,
|
|
||||||
sprite_id = 1
|
|
||||||
},
|
|
||||||
physics = {
|
|
||||||
gravity = 0.5,
|
|
||||||
jump_power = -5,
|
|
||||||
move_speed = 1.5,
|
|
||||||
max_jumps = 2,
|
|
||||||
interaction_radius_npc = 12, -- New constant
|
|
||||||
interaction_radius_item = 8 -- New constant
|
|
||||||
},
|
|
||||||
timing = {
|
|
||||||
splash_duration = 120 -- 2 seconds at 60fps
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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 = {}
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Game Window
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
local Context = {
|
|
||||||
active_window = WINDOW_SPLASH,
|
|
||||||
inventory = {},
|
|
||||||
intro = {
|
|
||||||
y = Config.screen.height,
|
|
||||||
speed = 0.5,
|
|
||||||
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."
|
|
||||||
},
|
|
||||||
current_screen = 1,
|
|
||||||
splash_timer = Config.timing.splash_duration,
|
|
||||||
dialog = {
|
|
||||||
text = "",
|
|
||||||
menu_items = {},
|
|
||||||
selected_menu_item = 1,
|
|
||||||
active_entity = nil,
|
|
||||||
showing_description = false,
|
|
||||||
current_node_key = nil
|
|
||||||
},
|
|
||||||
player = {
|
|
||||||
x = Config.player.start_x,
|
|
||||||
y = Config.player.start_y,
|
|
||||||
w = Config.player.w,
|
|
||||||
h = Config.player.h,
|
|
||||||
vx = 0,
|
|
||||||
vy = 0,
|
|
||||||
jumps = 0,
|
|
||||||
sprite_id = Config.player.sprite_id
|
|
||||||
},
|
|
||||||
ground = {
|
|
||||||
x = 0,
|
|
||||||
y = Config.screen.height,
|
|
||||||
w = Config.screen.width,
|
|
||||||
h = 8
|
|
||||||
},
|
|
||||||
menu_items = {},
|
|
||||||
selected_menu_item = 1,
|
|
||||||
selected_inventory_item = 1,
|
|
||||||
-- Screen data
|
|
||||||
screens = {
|
|
||||||
{ -- Screen 1
|
|
||||||
name = "Screen 1",
|
|
||||||
platforms = {
|
|
||||||
{
|
|
||||||
x = 80,
|
|
||||||
y = 110,
|
|
||||||
w = 40,
|
|
||||||
h = 8
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 160,
|
|
||||||
y = 90,
|
|
||||||
w = 40,
|
|
||||||
h = 8
|
|
||||||
}
|
|
||||||
},
|
|
||||||
npcs = {
|
|
||||||
{
|
|
||||||
x = 180,
|
|
||||||
y = 82,
|
|
||||||
name = "Trinity",
|
|
||||||
sprite_id = 2,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "Hello, Neo.",
|
|
||||||
options = {
|
|
||||||
{label = "Who are you?", next_node = "who_are_you"},
|
|
||||||
{label = "My name is not Neo.", next_node = "not_neo"},
|
|
||||||
{label = "...", next_node = "silent"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
who_are_you = {
|
|
||||||
text = "I am Trinity. I've been looking for you.",
|
|
||||||
options = {
|
|
||||||
{label = "The famous hacker?", next_node = "famous_hacker"},
|
|
||||||
{label = "Why me?", next_node = "why_me"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
not_neo = {
|
|
||||||
text = "I know. But you will be.",
|
|
||||||
options = {
|
|
||||||
{label = "What are you talking about?", next_node = "who_are_you"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
silent = {
|
|
||||||
text = "You're not much of a talker, are you?",
|
|
||||||
options = {
|
|
||||||
{label = "I guess not.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
famous_hacker = {
|
|
||||||
text = "The one and only.",
|
|
||||||
options = {
|
|
||||||
{label = "Wow.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
why_me = {
|
|
||||||
text = "Morpheus believes you are The One.",
|
|
||||||
options = {
|
|
||||||
{label = "The One?", next_node = "the_one"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
the_one = {
|
|
||||||
text = "The one who will save us all.",
|
|
||||||
options = {
|
|
||||||
{label = "I'm just a programmer.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "We'll talk later.",
|
|
||||||
options = {} -- No options, ends conversation
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 90,
|
|
||||||
y = 102,
|
|
||||||
name = "Oracle",
|
|
||||||
sprite_id = 3,
|
|
||||||
dialog = {}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
items = {
|
|
||||||
{
|
|
||||||
x = 100,
|
|
||||||
y = 128,
|
|
||||||
w = 8,
|
|
||||||
h = 8,
|
|
||||||
name = "Key",
|
|
||||||
sprite_id = 4,
|
|
||||||
desc = "A rusty old key. It might open something."
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{ -- Screen 2
|
|
||||||
name = "Screen 2",
|
|
||||||
platforms = {
|
|
||||||
{
|
|
||||||
x = 30,
|
|
||||||
y = 100,
|
|
||||||
w = 50,
|
|
||||||
h = 8
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 100,
|
|
||||||
y = 80,
|
|
||||||
w = 50,
|
|
||||||
h = 8
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 170,
|
|
||||||
y = 60,
|
|
||||||
w = 50,
|
|
||||||
h = 8
|
|
||||||
}
|
|
||||||
},
|
|
||||||
npcs = {
|
|
||||||
{
|
|
||||||
x = 120,
|
|
||||||
y = 72,
|
|
||||||
name = "Morpheus",
|
|
||||||
sprite_id = 5,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
|
|
||||||
options = {
|
|
||||||
{label = "It's an honor to meet you.", next_node = "honor"},
|
|
||||||
{label = "You've been looking for me.", next_node = "looking_for_me"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
honor = {
|
|
||||||
text = "No, the honor is mine.",
|
|
||||||
options = {
|
|
||||||
{label = "What is this place?", next_node = "what_is_this_place"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
looking_for_me = {
|
|
||||||
text = "I have. For some time.",
|
|
||||||
options = {
|
|
||||||
{label = "What is this place?", next_node = "what_is_this_place"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
what_is_this_place = {
|
|
||||||
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
|
|
||||||
options = {
|
|
||||||
{label = "Right.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "I've been waiting for you, Neo. We have much to discuss.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 40,
|
|
||||||
y = 92,
|
|
||||||
name = "Tank",
|
|
||||||
sprite_id = 6,
|
|
||||||
dialog = {}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
items = {
|
|
||||||
{
|
|
||||||
x = 180,
|
|
||||||
y = 52,
|
|
||||||
w = 8,
|
|
||||||
h = 8,
|
|
||||||
name = "Potion",
|
|
||||||
sprite_id = 7,
|
|
||||||
desc = "A glowing red potion. It looks potent."
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{ -- Screen 3
|
|
||||||
name = "Screen 3",
|
|
||||||
platforms = {
|
|
||||||
{
|
|
||||||
x = 50,
|
|
||||||
y = 110,
|
|
||||||
w = 30,
|
|
||||||
h = 8
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 100,
|
|
||||||
y = 90,
|
|
||||||
w = 30,
|
|
||||||
h = 8
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 150,
|
|
||||||
y = 70,
|
|
||||||
w = 30,
|
|
||||||
h = 8
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 200,
|
|
||||||
y = 50,
|
|
||||||
w = 30,
|
|
||||||
h = 8
|
|
||||||
}
|
|
||||||
},
|
|
||||||
npcs = {
|
|
||||||
{
|
|
||||||
x = 210,
|
|
||||||
y = 42,
|
|
||||||
name = "Agent Smith",
|
|
||||||
sprite_id = 8,
|
|
||||||
dialog = {}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 160,
|
|
||||||
y = 62,
|
|
||||||
name = "Cypher",
|
|
||||||
sprite_id = 9,
|
|
||||||
dialog = {}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
items = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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}
|
|
||||||
}
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Game Module
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
function GameWindow.draw()
|
|
||||||
local currentScreenData = Context.screens[Context.current_screen]
|
|
||||||
|
|
||||||
UI.draw_top_bar(currentScreenData.name)
|
|
||||||
|
|
||||||
-- Draw platforms
|
|
||||||
for _, p in ipairs(currentScreenData.platforms) do
|
|
||||||
rect(p.x, p.y, p.w, p.h, Config.colors.green)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Draw items
|
|
||||||
for _, item in ipairs(currentScreenData.items) do
|
|
||||||
spr(item.sprite_id, item.x, item.y, 0)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Draw NPCs
|
|
||||||
for _, npc in ipairs(currentScreenData.npcs) do
|
|
||||||
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
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
|
|
||||||
-- <TILES>
|
|
||||||
-- 000:4444444444444444444444444444444444444444444444444444444444444444
|
|
||||||
-- 001:1111111111111111111111111111111111111111111111111111111111111111
|
|
||||||
-- 002:5555555555555555555555555555555555555555555555555555555555555555
|
|
||||||
-- 003:6666666666666666666666666666666666666666666666666666666666666666
|
|
||||||
-- 004:7777777777777777777777777777777777777777777777777777777777777777
|
|
||||||
-- 005:8888888888888888888888888888888888888888888888888888888888888888
|
|
||||||
-- 006:9999999999999999999999999999999999999999999999999999999999999999
|
|
||||||
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
|
|
||||||
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
|
|
||||||
-- </TILES>
|
|
||||||
|
|
||||||
-- <WAVES>
|
|
||||||
-- 000:00000000ffffffff00000000ffffffff
|
|
||||||
-- 001:0123456789abcdeffedcba9876543210
|
|
||||||
-- 002:0123456789abcdef0123456789abcdef
|
|
||||||
-- </WAVES>
|
|
||||||
|
|
||||||
-- <SFX>
|
|
||||||
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
|
|
||||||
-- </SFX>
|
|
||||||
|
|
||||||
-- <TRACKS>
|
|
||||||
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
-- </TRACKS>
|
|
||||||
|
|
||||||
-- <PALETTE>
|
|
||||||
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
|
||||||
-- </PALETTE>
|
|
||||||
Reference in New Issue
Block a user