Compare commits

...

10 Commits

Author SHA1 Message Date
b3158bdc37 rename project to impostor 2026-01-12 21:19:45 +01:00
4907c9cadf tic80 image change 2025-12-13 22:52:22 +01:00
45f2e746d6 new version 2025-12-13 20:13:08 +01:00
8e8d181c34 shadowed text 2025-12-13 20:11:50 +01:00
5379e30cf3 keyboard button fixes 2025-12-12 15:30:47 +01:00
d3fb12703c v0.13 2025-12-11 20:40:02 +01:00
f9c539a854 resume button 2025-12-11 20:39:26 +01:00
a777241d7a context init fix 2025-12-11 20:36:11 +01:00
34340d9664 save/load functionality (WIP) 2025-12-11 20:00:43 +01:00
6a39128962 v0.11 2025-12-11 18:57:30 +01:00
24 changed files with 749 additions and 494 deletions

2
.gitignore vendored
View File

@@ -1 +1 @@
mranderson.lua impostor.lua

View File

@@ -1,10 +1,10 @@
environment: &environment environment: &environment
GAME_NAME: mranderson GAME_NAME: impostor
GAME_LANG: lua GAME_LANG: lua
steps: steps:
- name: build - name: build
image: gitea.vps.teletype.hu/games/tic80pro:latest image: git.teletype.hu/internal/tic80pro:latest
environment: environment:
<<: *environment <<: *environment
XDG_RUNTIME_DIR: /tmp XDG_RUNTIME_DIR: /tmp

View File

@@ -1,6 +1,6 @@
# TIC-80 Lua Code Regularities # TIC-80 Lua Code Regularities
Based on the analysis of `mranderson.lua`, the following regularities and conventions should be followed for future modifications and development within this project: Based on the analysis of `impostor.lua`, the following regularities and conventions should be followed for future modifications and development within this project:
## General Structure & Lifecycle ## General Structure & Lifecycle
@@ -39,7 +39,7 @@ Based on the analysis of `mranderson.lua`, the following regularities and conven
11. **`spr()` for Sprites:** Individual sprites should be rendered using the `spr()` function. 11. **`spr()` for Sprites:** Individual sprites should be rendered using the `spr()` function.
12. **`map()` for Maps:** Tilemaps should be drawn using the `map()` function. 12. **`map()` for Maps:** Tilemaps should be drawn using the `map()` function.
13. **`print()` for Text:** Text display should utilize the `print()` function. 13. **`Print.text()` for Text:** Text display should utilize the `Print.text()` function.
## Code Style ## Code Style

View File

@@ -1,10 +1,10 @@
# ----------------------------------------- # -----------------------------------------
# Makefile TIC-80 project builder # Makefile TIC-80 project builder
# Usage: # Usage:
# make PROJECT=mranderson # make PROJECT=impostor
# make build PROJECT=mranderson # make build PROJECT=impostor
# make watch PROJECT=mranderson # make watch PROJECT=impostor
# make export PROJECT=mranderson # make export PROJECT=impostor
# ----------------------------------------- # -----------------------------------------
ifndef PROJECT ifndef PROJECT

View File

@@ -8,7 +8,7 @@ This game is designed for the TIC-80 fantasy computer. To play, follow these ste
2. **Clone this repository** Clone this repository to tic80's cartridge folder (MacOS: ~Library/Application Support/com.nesbox.tic/TIC-80) 2. **Clone this repository** Clone this repository to tic80's cartridge folder (MacOS: ~Library/Application Support/com.nesbox.tic/TIC-80)
2. **Launch TIC-80:** Start the TIC-80 application. 2. **Launch TIC-80:** Start the TIC-80 application.
3. **Load the Game:** 3. **Load the Game:**
* Navigate to the directory where `game.lua` is located using the TIC-80 command line (`cd mranderson`). * Navigate to the directory where `game.lua` is located using the TIC-80 command line (`cd impostor`).
* Type `load game.lua` and press Enter. * Type `load game.lua` and press Enter.
* Once loaded, type `run` and press Enter to start the game. * Once loaded, type `run` and press Enter to start the game.

View File

@@ -1,13 +1,15 @@
meta/meta.header.lua meta/meta.header.lua
init/init.modules.lua
init/init.config.lua init/init.config.lua
init/init.windows.lua init/init.windows.lua
init/init.modules.lua
init/init.context.lua init/init.context.lua
system/system.print.lua
entity/entity.npc.lua entity/entity.npc.lua
entity/entity.item.lua entity/entity.item.lua
entity/entity.player.lua entity/entity.player.lua
system/system.input.lua system/system.input.lua
system/system.ui.lua system/system.ui.lua
map/map.bedroom.lua
window/window.splash.lua window/window.splash.lua
window/window.intro.lua window/window.intro.lua
window/window.menu.lua window/window.menu.lua

View File

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

View File

@@ -1,4 +1,4 @@
local Config = { local DEFAULT_CONFIG = {
screen = { screen = {
width = 240, width = 240,
height = 136 height = 136
@@ -30,3 +30,44 @@ local Config = {
splash_duration = 120 splash_duration = 120
} }
} }
local Config = {
-- Copy default values initially
screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player,
physics = DEFAULT_CONFIG.physics,
timing = DEFAULT_CONFIG.timing,
}
local CONFIG_SAVE_BANK = 7
local CONFIG_SAVE_ADDRESS_MOVE_SPEED = 0
local CONFIG_SAVE_ADDRESS_MAX_JUMPS = 1
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
function Config.save()
-- Save physics settings
mset(Config.physics.move_speed * 10, CONFIG_SAVE_ADDRESS_MOVE_SPEED, CONFIG_SAVE_BANK)
mset(Config.physics.max_jumps, CONFIG_SAVE_ADDRESS_MAX_JUMPS, CONFIG_SAVE_BANK)
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
end
function Config.load()
-- Check if config has been saved before using a magic value
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
Config.physics.move_speed = mget(CONFIG_SAVE_ADDRESS_MOVE_SPEED, CONFIG_SAVE_BANK) / 10
Config.physics.max_jumps = mget(CONFIG_SAVE_ADDRESS_MAX_JUMPS, CONFIG_SAVE_BANK)
else
Config.restore_defaults()
end
end
function Config.restore_defaults()
Config.physics.move_speed = DEFAULT_CONFIG.physics.move_speed
Config.physics.max_jumps = DEFAULT_CONFIG.physics.max_jumps
-- Any other configurable items should be reset here
end
-- Load configuration on startup
Config.load()

View File

@@ -1,4 +1,32 @@
local Context = { local SAVE_GAME_BANK = 6
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_PLAYER_X_ADDRESS = 1
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
local SAVE_GAME_PLAYER_JUMPS_ADDRESS = 5
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
local VX_VY_OFFSET = 128 -- Offset for negative velocities
-- Helper for deep copying tables
local function clone_table(t)
local copy = {}
for k, v in pairs(t) do
if type(v) == "table" then
copy[k] = clone_table(v)
else
copy[k] = v
end
end
return copy
end
-- This function returns a table containing only the initial *data* for Context
local function get_initial_data()
return {
active_window = WINDOW_SPLASH, active_window = WINDOW_SPLASH,
inventory = {}, inventory = {},
intro = { intro = {
@@ -35,8 +63,8 @@ local Context = {
menu_items = {}, menu_items = {},
selected_menu_item = 1, selected_menu_item = 1,
selected_inventory_item = 1, selected_inventory_item = 1,
-- Screen data game_in_progress = false, -- New flag
screens = { screens = clone_table({
{ {
-- Screen 1 -- Screen 1
name = "Screen 1", name = "Screen 1",
@@ -125,7 +153,7 @@ local Context = {
{label = "I guess I am.", next_node = "you_are"} {label = "I guess I am.", next_node = "you_are"}
} }
}, },
who_are_you = { who_are_are = {
text = "I'm the Oracle. And you're right on time. Want a cookie?", text = "I'm the Oracle. And you're right on time. Want a cookie?",
options = { options = {
{label = "Sure.", next_node = "cookie"}, {label = "Sure.", next_node = "cookie"},
@@ -428,5 +456,66 @@ local Context = {
}, },
items = {} items = {}
} }
})
} }
} end
Context = {}
local function reset_context_to_initial_state()
local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do
if type(Context[k]) ~= "function" then -- Only clear data, leave functions
Context[k] = nil
end
end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do
Context[k] = v
end
end
-- Initially populate Context with data
reset_context_to_initial_state()
-- Now define the methods for Context
function Context.new_game()
reset_context_to_initial_state()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
end
function Context.save_game()
if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
mset(Context.player.x * 10, SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK)
mset(Context.player.y * 10, SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK)
mset( (Context.player.vx * 100) + VX_VY_OFFSET, SAVE_GAME_PLAYER_VX_ADDRESS, SAVE_GAME_BANK)
mset( (Context.player.vy * 100) + VX_VY_OFFSET, SAVE_GAME_PLAYER_VY_ADDRESS, SAVE_GAME_BANK)
mset(Context.player.jumps, SAVE_GAME_PLAYER_JUMPS_ADDRESS, SAVE_GAME_BANK)
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
end
function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
-- No saved game found, start a new one
Context.new_game()
return
end
reset_context_to_initial_state() -- Reset data, preserve methods
Context.player.x = mget(SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK) / 10
Context.player.y = mget(SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK) / 10
Context.player.vx = (mget(SAVE_GAME_PLAYER_VX_ADDRESS, SAVE_GAME_BANK) - VX_VY_OFFSET) / 100
Context.player.vy = (mget(SAVE_GAME_PLAYER_VY_ADDRESS, SAVE_GAME_BANK) - VX_VY_OFFSET) / 100
Context.player.jumps = mget(SAVE_GAME_PLAYER_JUMPS_ADDRESS, SAVE_GAME_BANK)
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
end

View File

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

19
inc/map/map.bedroom.lua Normal file
View File

@@ -0,0 +1,19 @@
MapBedroom = {
"10101010101010101010101010101010",
"10141410101010101010101010101010",
"10141410101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"10101010101010101010101010101010",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111516111213111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111"
}

View File

@@ -8,6 +8,13 @@
-- 006:9999999999999999999999999999999999999999999999999999999999999999 -- 006:9999999999999999999999999999999999999999999999999999999999999999
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa -- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb -- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
-- 016:dddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd
-- 017:eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
-- 018:cc222222cc222222cc222222cc222222222222222222222222222222eeeeeeee
-- 019:222222cc222222cc222222cc222222cc222222222222222222222222eeeeeeee
-- 020:daaaabdddaaaabdddaaaabdddaaaabdddaaaabdddaaaabdddddddddddddddddd
-- 021:f888888ff888888ff888888ff888888f8888888f8888888ffeeeeffeeeeffee
-- 022:e000000ee000000ee000000ee000000eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
-- </TILES> -- </TILES>
-- <WAVES> -- <WAVES>

View File

@@ -1,7 +1,7 @@
-- title: Mr Anderson's Adventure -- title: Definitely not an Impostor
-- author: Zsolt Tasnadi -- author: Teletype Games
-- desc: Life of a programmer in the Vector -- desc: Life of a programmer in the Vector
-- site: https://github.com/rastasi/mranderson -- site: https://git.teletype.hu/games/impostor
-- license: MIT License -- license: MIT License
-- version: 0.10 -- version: 0.15
-- script: lua -- script: lua

View File

@@ -1,8 +1,25 @@
function Input.up() return btnp(0) end -- Gamepad buttons
function Input.down() return btnp(1) end local INPUT_KEY_UP = 0
function Input.left() return btnp(2) end local INPUT_KEY_DOWN = 1
function Input.right() return btnp(3) end local INPUT_KEY_LEFT = 2
function Input.player_jump() return btnp(4) end local INPUT_KEY_RIGHT = 3
function Input.menu_confirm() return btnp(4) end local INPUT_KEY_A = 4 -- Z key
function Input.player_interact() return btnp(5) end -- B button local INPUT_KEY_B = 5 -- X key
function Input.menu_back() return btnp(5) end local INPUT_KEY_X = 6 -- A key
local INPUT_KEY_Y = 7 -- S key
-- Keyboard keys
-- TODO: Find correct key codes for SPACE and LCTRL
local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50
function Input.up() return btnp(INPUT_KEY_UP) end
function Input.down() return btnp(INPUT_KEY_DOWN) end
function Input.left() return btn(INPUT_KEY_LEFT) end
function Input.right() return btn(INPUT_KEY_RIGHT) end
function Input.player_jump() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -35,7 +35,18 @@ local STATE_HANDLERS = {
end, end,
} }
local initialized_game = false
function init_game()
if initialized_game then return end
MenuWindow.refresh_menu_items()
initialized_game = true
end
function TIC() function TIC()
init_game()
cls(Config.colors.black) cls(Config.colors.black)
local handler = STATE_HANDLERS[Context.active_window] local handler = STATE_HANDLERS[Context.active_window]
if handler then if handler then

View File

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

View File

@@ -1,6 +1,6 @@
function UI.draw_top_bar(title) function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey) rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
print(title, 3, 2, Config.colors.green) Print.text(title, 3, 2, Config.colors.green)
end end
function UI.draw_dialog() function UI.draw_dialog()
@@ -11,9 +11,9 @@ function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do for i, item in ipairs(items) do
local current_y = y + (i-1)*10 local current_y = y + (i-1)*10
if i == selected_item then if i == selected_item then
print(">", x - 8, current_y, Config.colors.green) Print.text(">", x - 8, current_y, Config.colors.green)
end end
print(item.label, x, current_y, Config.colors.green) Print.text(item.label, x, current_y, Config.colors.green)
end end
end end
@@ -77,3 +77,11 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
type = "numeric_stepper" type = "numeric_stepper"
} }
end end
function UI.create_action_item(label, action)
return {
label = label,
action = action,
type = "action_item"
}
end

View File

@@ -17,6 +17,14 @@ function ConfigurationWindow.init()
function(v) Config.physics.max_jumps = v end, function(v) Config.physics.max_jumps = v end,
1, 5, 1, "%d" 1, 5, 1, "%d"
), ),
UI.create_action_item(
"Save",
function() Config.save() end
),
UI.create_action_item(
"Restore Defaults",
function() Config.restore_defaults() end
),
} }
end end
@@ -32,6 +40,7 @@ function ConfigurationWindow.draw()
local current_y = y_start + (i - 1) * 12 local current_y = y_start + (i - 1) * 12
local color = Config.colors.green local color = Config.colors.green
if control.type == "numeric_stepper" then
local value = control.get() local value = control.get()
local label_text = control.label local label_text = control.label
local value_text = string.format(control.format, value) local value_text = string.format(control.format, value)
@@ -41,28 +50,36 @@ function ConfigurationWindow.draw()
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
print("<", x_start -8, current_y, color) Print.text("<", x_start -8, current_y, color)
print(label_text, x_start, current_y, color) -- Shift label due to '<' Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
print(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
print(">", x_value_right_align + 4, current_y, color) -- Print '>' after value Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
else else
print(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
print(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "action_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
end
end end
end end
print("Press B to go back", x_start, 120, Config.colors.light_grey) Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end end
function ConfigurationWindow.update() function ConfigurationWindow.update()
if Input.menu_back() then if Input.menu_back() then
-- I need to find out how to switch back to the menu
-- For now, I'll assume a function GameWindow.set_state exists
GameWindow.set_state(WINDOW_MENU) GameWindow.set_state(WINDOW_MENU)
return return
end end
-- Navigate between controls
if Input.up() then if Input.up() then
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1 ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
if ConfigurationWindow.selected_control < 1 then if ConfigurationWindow.selected_control < 1 then
@@ -75,16 +92,21 @@ function ConfigurationWindow.update()
end end
end end
-- Modify control value
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control] local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
if control then if control then
if control.type == "numeric_stepper" then
local current_value = control.get() local current_value = control.get()
if Input.left() then if btnp(2) then -- Left
local new_value = math.max(control.min, current_value - control.step) local new_value = math.max(control.min, current_value - control.step)
control.set(new_value) control.set(new_value)
elseif Input.right() then elseif btnp(3) then -- Right
local new_value = math.min(control.max, current_value + control.step) local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end
elseif control.type == "action_item" then
if Input.menu_confirm() then
control.action()
end
end
end end
end end

View File

@@ -26,6 +26,11 @@ function GameWindow.draw()
end end
function GameWindow.update() function GameWindow.update()
if Input.menu_back() then
Context.active_window = WINDOW_MENU
MenuWindow.refresh_menu_items()
return
end
Player.update() -- Call the encapsulated player update logic Player.update() -- Call the encapsulated player update logic
end end

View File

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

View File

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

View File

@@ -14,14 +14,21 @@ function MenuWindow.update()
end end
end end
function MenuWindow.play() function MenuWindow.new_game()
-- Reset player state and screen for a new game Context.new_game() -- This function will be created in Context
Context.player.x = Config.player.start_x GameWindow.set_state(WINDOW_GAME)
Context.player.y = Config.player.start_y end
Context.player.vx = 0
Context.player.vy = 0 function MenuWindow.load_game()
Context.player.jumps = 0 Context.load_game() -- This function will be created in Context
Context.current_screen = 1 GameWindow.set_state(WINDOW_GAME)
end
function MenuWindow.save_game()
Context.save_game() -- This function will be created in Context
end
function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME) GameWindow.set_state(WINDOW_GAME)
end end
@@ -34,9 +41,20 @@ function MenuWindow.configuration()
GameWindow.set_state(WINDOW_CONFIGURATION) GameWindow.set_state(WINDOW_CONFIGURATION)
end end
-- Initialize menu items after actions are defined function MenuWindow.refresh_menu_items()
Context.menu_items = { Context.menu_items = {} -- Start with an empty table
{label = "Play", action = MenuWindow.play},
{label = "Configuration", action = MenuWindow.configuration}, if Context.game_in_progress then
{label = "Exit", action = MenuWindow.exit} table.insert(Context.menu_items, {label = "Resume Game", action = MenuWindow.resume_game})
} table.insert(Context.menu_items, {label = "Save Game", action = MenuWindow.save_game})
end
table.insert(Context.menu_items, {label = "New Game", action = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", action = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", action = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Exit", action = MenuWindow.exit})
Context.selected_menu_item = 1 -- Reset selection after refreshing
end

View File

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

View File

@@ -1,6 +1,13 @@
function SplashWindow.draw() function SplashWindow.draw()
print("Mr. Anderson's", 78, 60, Config.colors.green) for y, row in ipairs(MapBedroom) do
print("Addventure", 90, 70, Config.colors.green) for x = 1, #row, 2 do
local tile_id_hex = string.sub(row, x, x + 1)
local tile_id = tonumber(tile_id_hex, 16)
local screen_x = (x - 1) / 2 * 8
local screen_y = (y - 1) * 8
spr(tile_id, screen_x, screen_y, -1, 1, 0, 0, 1, 1)
end
end
end end
function SplashWindow.update() function SplashWindow.update()