restructure source

This commit is contained in:
2025-12-03 23:43:07 +01:00
parent 38599f259f
commit bd059b5001

244
game.lua
View File

@@ -6,31 +6,80 @@
-- version: 0.1 -- version: 0.1
-- script: lua -- script: lua
-- Game constants
SCREEN_WIDTH = 240
SCREEN_HEIGHT = 136
-- Colors
COLOR_BLACK = 0
COLOR_LIGHT_GREY = 13
COLOR_DARK_GREY = 14
COLOR_GREEN = 6
COLOR_NPC = 8
-- Game state -- Game state
STATE_MENU = 0 STATE_MENU = 0
STATE_GAME = 1 STATE_GAME = 1
STATE_DIALOG = 2 STATE_DIALOG = 2
-- Player constants
PLAYER_WIDTH = 8
PLAYER_HEIGHT = 8
PLAYER_START_X = 120
PLAYER_START_Y = 128
-- Ground constants
GROUND_X = 0
GROUND_Y = 136
GROUND_W = 240
GROUND_H = 8
-- Physics constants
GRAVITY = 0.5
JUMP_POWER = -5
MOVE_SPEED = 1.5
MAX_JUMPS = 2
-- Global variables (initialized)
gameState = STATE_MENU gameState = STATE_MENU
currentScreen = 1
dialog_text = ""
-- Player properties
player = {
x = PLAYER_START_X,
y = PLAYER_START_Y,
w = PLAYER_WIDTH,
h = PLAYER_HEIGHT,
vx = 0,
vy = 0,
jumps = 0
}
-- Ground properties
ground = {
x = GROUND_X,
y = GROUND_Y,
w = GROUND_W,
h = GROUND_H
}
-- Menu properties -- Menu properties
menuItems = {"Play", "Exit"} menuItems = {"Play", "Exit"}
selectedMenuItem = 1 selectedMenuItem = 1
-- NPC properties
dialog_text = ""
function draw_top_bar(title) function draw_top_bar(title)
rect(0, 0, 240, 10, 0) rect(0, 0, SCREEN_WIDTH, 10, COLOR_BLACK)
print(title, 3, 2, 13) print(title, 3, 2, COLOR_LIGHT_GREY)
end end
function draw_menu() function draw_menu()
cls(13) cls(COLOR_LIGHT_GREY)
draw_top_bar("Main Menu") draw_top_bar("Main Menu")
for i, item in ipairs(menuItems) do for i, item in ipairs(menuItems) do
local color = 14 local color = COLOR_DARK_GREY
if i == selectedMenuItem then if i == selectedMenuItem then
color = 6 color = COLOR_GREEN
end end
print(item, 108, 70 + (i-1)*10, color) print(item, 108, 70 + (i-1)*10, color)
end end
@@ -52,8 +101,8 @@ function update_menu()
if btnp(4) or btnp(5) then -- A or B button if btnp(4) or btnp(5) then -- A or B button
if selectedMenuItem == 1 then -- Play if selectedMenuItem == 1 then -- Play
-- Reset player state and screen for a new game -- Reset player state and screen for a new game
player.x = 120 player.x = PLAYER_START_X
player.y = 128 player.y = PLAYER_START_Y
player.vx = 0 player.vx = 0
player.vy = 0 player.vy = 0
player.jumps = 0 player.jumps = 0
@@ -105,45 +154,18 @@ screens = {
} }
} }
currentScreen = 1
-- Player properties
player = {
x = 120,
y = 128,
w = 8,
h = 8,
vx = 0,
vy = 0,
jumps = 0
}
-- Ground properties
ground = {
x = 0,
y = 136,
w = 240,
h = 8
}
-- Game constants
gravity = 0.5
jump_power = -5
move_speed = 1.5
max_jumps = 2
function game_update() function game_update()
-- Handle input -- Handle input
if btn(2) then if btn(2) then
player.vx = -move_speed player.vx = -MOVE_SPEED
elseif btn(3) then elseif btn(3) then
player.vx = move_speed player.vx = MOVE_SPEED
else else
player.vx = 0 player.vx = 0
end end
if btnp(4) and player.jumps < max_jumps then if btnp(4) and player.jumps < MAX_JUMPS then
player.vy = jump_power player.vy = JUMP_POWER
player.jumps = player.jumps + 1 player.jumps = player.jumps + 1
end end
@@ -152,24 +174,24 @@ function game_update()
player.y = player.y + player.vy player.y = player.y + player.vy
-- Screen transition -- Screen transition
if player.x > 240 - player.w then if player.x > SCREEN_WIDTH - player.w then
if currentScreen < #screens then if currentScreen < #screens then
currentScreen = currentScreen + 1 currentScreen = currentScreen + 1
player.x = 0 player.x = 0
else else
player.x = 240 - player.w player.x = SCREEN_WIDTH - player.w
end end
elseif player.x < 0 then elseif player.x < 0 then
if currentScreen > 1 then if currentScreen > 1 then
currentScreen = currentScreen - 1 currentScreen = currentScreen - 1
player.x = 240 - player.w player.x = SCREEN_WIDTH - player.w
else else
player.x = 0 player.x = 0
end end
end end
-- Apply gravity -- Apply gravity
player.vy = player.vy + gravity player.vy = player.vy + GRAVITY
local currentScreenData = screens[currentScreen] local currentScreenData = screens[currentScreen]
local currentPlatforms = currentScreenData.platforms local currentPlatforms = currentScreenData.platforms
@@ -200,147 +222,31 @@ function game_update()
end end
-- Clear screen -- Clear screen
cls(13) cls(COLOR_LIGHT_GREY)
draw_top_bar(currentScreenData.name) draw_top_bar(currentScreenData.name)
-- Draw platforms -- Draw platforms
for i, p in ipairs(currentPlatforms) do for i, p in ipairs(currentPlatforms) do
rect(p.x, p.y, p.w, p.h, 14) rect(p.x, p.y, p.w, p.h, COLOR_DARK_GREY)
end end
-- Draw NPCs -- Draw NPCs
for i, npc in ipairs(currentScreenData.npcs) do for i, npc in ipairs(currentScreenData.npcs) do
rect(npc.x, npc.y, 8, 8, 8) rect(npc.x, npc.y, PLAYER_WIDTH, PLAYER_HEIGHT, COLOR_NPC)
end end
-- Draw ground -- Draw ground
rect(ground.x, ground.y, ground.w, ground.h, 14) rect(ground.x, ground.y, ground.w, ground.h, COLOR_DARK_GREY)
-- Draw player -- Draw player
rect(player.x, player.y, player.w, player.h, 6) rect(player.x, player.y, player.w, player.h, COLOR_GREEN)
end
currentScreen = 1
-- Player properties
player = {
x = 120,
y = 128,
w = 8,
h = 8,
vx = 0,
vy = 0,
jumps = 0
}
-- Ground properties
ground = {
x = 0,
y = 136,
w = 240,
h = 8
}
-- Game constants
gravity = 0.5
jump_power = -5
move_speed = 1.5
max_jumps = 2
function game_update()
-- Handle input
if btn(2) then
player.vx = -move_speed
elseif btn(3) then
player.vx = move_speed
else
player.vx = 0
end
if btnp(4) and player.jumps < max_jumps then
player.vy = jump_power
player.jumps = player.jumps + 1
end
-- Update player position
player.x = player.x + player.vx
player.y = player.y + player.vy
-- Screen transition
if player.x > 240 - player.w then
if currentScreen < #screens then
currentScreen = currentScreen + 1
player.x = 0
else
player.x = 240 - player.w
end
elseif player.x < 0 then
if currentScreen > 1 then
currentScreen = currentScreen - 1
player.x = 240 - player.w
else
player.x = 0
end
end
-- Apply gravity
player.vy = player.vy + gravity
local currentScreenData = screens[currentScreen]
local currentPlatforms = currentScreenData.platforms
-- Collision detection with platforms
for i, p in ipairs(currentPlatforms) do
if player.vy > 0 and player.y + player.h >= p.y and player.y + player.h <= p.y + p.h and player.x + player.w > p.x and player.x < p.x + p.w then
player.y = p.y - player.h
player.vy = 0
player.jumps = 0
end
end
-- Collision detection with ground
if player.y + player.h > ground.y and player.x + player.w > ground.x and player.x < ground.x + ground.w then
player.y = ground.y - player.h
player.vy = 0
player.jumps = 0
end
-- NPC interaction
if btnp(4) then
for i, npc in ipairs(currentScreenData.npcs) do
if math.abs(player.x - npc.x) < 12 and math.abs(player.y - npc.y) < 12 then
dialog_text = npc.name
gameState = STATE_DIALOG
end
end
end
-- Clear screen
cls(13)
draw_top_bar(currentScreenData.name)
-- Draw platforms
for i, p in ipairs(currentPlatforms) do
rect(p.x, p.y, p.w, p.h, 14)
end
-- Draw NPCs
for i, npc in ipairs(currentScreenData.npcs) do
rect(npc.x, npc.y, 8, 8, 8)
end
-- Draw ground
rect(ground.x, ground.y, ground.w, ground.h, 14)
-- Draw player
rect(player.x, player.y, player.w, player.h, 6)
end end
function draw_dialog() function draw_dialog()
rect(40, 50, 160, 40, 0) rect(40, 50, 160, 40, COLOR_BLACK)
rectb(40, 50, 160, 40, 14) rectb(40, 50, 160, 40, COLOR_DARK_GREY)
print(dialog_text, 120 - #dialog_text * 2, 68, 14) print(dialog_text, 120 - #dialog_text * 2, 68, COLOR_DARK_GREY)
end end
function update_dialog() function update_dialog()