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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1 +1 @@
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|||||||
mranderson.lua
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impostor.lua
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||||||
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|||||||
@@ -1,10 +1,10 @@
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|||||||
environment: &environment
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environment: &environment
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GAME_NAME: mranderson
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GAME_NAME: impostor
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GAME_LANG: lua
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GAME_LANG: lua
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|
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steps:
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steps:
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- name: build
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- name: build
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||||||
image: gitea.vps.teletype.hu/games/tic80pro:latest
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image: git.teletype.hu/internal/tic80pro:latest
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environment:
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environment:
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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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|||||||
@@ -1,6 +1,6 @@
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# TIC-80 Lua Code Regularities
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# TIC-80 Lua Code Regularities
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||||||
|
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||||||
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:
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||||||
|
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||||||
## General Structure & Lifecycle
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## General Structure & Lifecycle
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||||||
|
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||||||
@@ -39,7 +39,7 @@ Based on the analysis of `mranderson.lua`, the following regularities and conven
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|||||||
|
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||||||
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.
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||||||
12. **`map()` for Maps:** Tilemaps should be drawn using the `map()` function.
|
12. **`map()` for Maps:** Tilemaps should be drawn using the `map()` function.
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||||||
13. **`print()` for Text:** Text display should utilize the `print()` function.
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13. **`Print.text()` for Text:** Text display should utilize the `Print.text()` function.
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||||||
|
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||||||
## Code Style
|
## Code Style
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||||||
|
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||||||
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8
Makefile
8
Makefile
@@ -1,10 +1,10 @@
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|||||||
# -----------------------------------------
|
# -----------------------------------------
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# Makefile – TIC-80 project builder
|
# Makefile – TIC-80 project builder
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||||||
# Usage:
|
# Usage:
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# make PROJECT=mranderson
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# make PROJECT=impostor
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# make build PROJECT=mranderson
|
# make build PROJECT=impostor
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# make watch PROJECT=mranderson
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# make watch PROJECT=impostor
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# make export PROJECT=mranderson
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# make export PROJECT=impostor
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# -----------------------------------------
|
# -----------------------------------------
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||||||
|
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ifndef PROJECT
|
ifndef PROJECT
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||||||
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|||||||
@@ -8,7 +8,7 @@ This game is designed for the TIC-80 fantasy computer. To play, follow these ste
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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.
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3. **Load the Game:**
|
3. **Load the Game:**
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||||||
* 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`).
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* Type `load game.lua` and press Enter.
|
* Type `load game.lua` and press Enter.
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* Once loaded, type `run` and press Enter to start the game.
|
* Once loaded, type `run` and press Enter to start the game.
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|
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@@ -1,13 +1,15 @@
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meta/meta.header.lua
|
meta/meta.header.lua
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||||||
|
init/init.modules.lua
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||||||
init/init.config.lua
|
init/init.config.lua
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||||||
init/init.windows.lua
|
init/init.windows.lua
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||||||
init/init.modules.lua
|
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init/init.context.lua
|
init/init.context.lua
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||||||
|
system/system.print.lua
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entity/entity.npc.lua
|
entity/entity.npc.lua
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entity/entity.item.lua
|
entity/entity.item.lua
|
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entity/entity.player.lua
|
entity/entity.player.lua
|
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system/system.input.lua
|
system/system.input.lua
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system/system.ui.lua
|
system/system.ui.lua
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||||||
|
map/map.bedroom.lua
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window/window.splash.lua
|
window/window.splash.lua
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window/window.intro.lua
|
window/window.intro.lua
|
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window/window.menu.lua
|
window/window.menu.lua
|
||||||
@@ -1,5 +1,5 @@
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function Item.use()
|
function Item.use()
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print("Used item: " .. Context.dialog.active_entity.name)
|
Print.text("Used item: " .. Context.dialog.active_entity.name)
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GameWindow.set_state(WINDOW_INVENTORY)
|
GameWindow.set_state(WINDOW_INVENTORY)
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||||||
end
|
end
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||||||
function Item.look_at()
|
function Item.look_at()
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|||||||
@@ -1,4 +1,4 @@
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local Config = {
|
local DEFAULT_CONFIG = {
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screen = {
|
screen = {
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width = 240,
|
width = 240,
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height = 136
|
height = 136
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@@ -30,3 +30,44 @@ local Config = {
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|||||||
splash_duration = 120
|
splash_duration = 120
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
local Config = {
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||||||
|
-- Copy default values initially
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||||||
|
screen = DEFAULT_CONFIG.screen,
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||||||
|
colors = DEFAULT_CONFIG.colors,
|
||||||
|
player = DEFAULT_CONFIG.player,
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||||||
|
physics = DEFAULT_CONFIG.physics,
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||||||
|
timing = DEFAULT_CONFIG.timing,
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|
}
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|
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|
local CONFIG_SAVE_BANK = 7
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|
local CONFIG_SAVE_ADDRESS_MOVE_SPEED = 0
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|
local CONFIG_SAVE_ADDRESS_MAX_JUMPS = 1
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|
local CONFIG_MAGIC_VALUE_ADDRESS = 2
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||||||
|
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
|
||||||
|
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||||||
|
function Config.save()
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||||||
|
-- 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
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||||||
|
-- Any other configurable items should be reset here
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||||||
|
end
|
||||||
|
|
||||||
|
-- Load configuration on startup
|
||||||
|
Config.load()
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||||||
|
|||||||
@@ -1,432 +1,521 @@
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|||||||
local Context = {
|
local SAVE_GAME_BANK = 6
|
||||||
active_window = WINDOW_SPLASH,
|
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||||
inventory = {},
|
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||||
intro = {
|
|
||||||
y = Config.screen.height,
|
local SAVE_GAME_PLAYER_X_ADDRESS = 1
|
||||||
speed = 0.5,
|
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
|
||||||
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."
|
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
|
||||||
},
|
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
|
||||||
current_screen = 1,
|
local SAVE_GAME_PLAYER_JUMPS_ADDRESS = 5
|
||||||
splash_timer = Config.timing.splash_duration,
|
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||||
dialog = {
|
|
||||||
text = "",
|
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,
|
||||||
|
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 = {},
|
menu_items = {},
|
||||||
selected_menu_item = 1,
|
selected_menu_item = 1,
|
||||||
active_entity = nil,
|
selected_inventory_item = 1,
|
||||||
showing_description = false,
|
game_in_progress = false, -- New flag
|
||||||
current_node_key = nil
|
screens = clone_table({
|
||||||
},
|
{
|
||||||
player = {
|
-- Screen 1
|
||||||
x = Config.player.start_x,
|
name = "Screen 1",
|
||||||
y = Config.player.start_y,
|
platforms = {
|
||||||
w = Config.player.w,
|
{
|
||||||
h = Config.player.h,
|
x = 80,
|
||||||
vx = 0,
|
y = 110,
|
||||||
vy = 0,
|
w = 40,
|
||||||
jumps = 0,
|
h = 8
|
||||||
sprite_id = Config.player.sprite_id
|
},
|
||||||
},
|
{
|
||||||
ground = {
|
x = 160,
|
||||||
x = 0,
|
y = 90,
|
||||||
y = Config.screen.height,
|
w = 40,
|
||||||
w = Config.screen.width,
|
h = 8
|
||||||
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
|
|
||||||
},
|
},
|
||||||
{
|
npcs = {
|
||||||
x = 160,
|
{
|
||||||
y = 90,
|
x = 180,
|
||||||
w = 40,
|
y = 82,
|
||||||
h = 8
|
name = "Trinity",
|
||||||
}
|
sprite_id = 2,
|
||||||
},
|
dialog = {
|
||||||
npcs = {
|
start = {
|
||||||
{
|
text = "Hello, Neo.",
|
||||||
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 = {
|
options = {
|
||||||
{label = "Wow.", next_node = "dialog_end"}
|
{label = "Who are you?", next_node = "who_are_you"},
|
||||||
|
{label = "My name is not Neo.", next_node = "not_neo"},
|
||||||
|
{label = "...", next_node = "silent"}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
why_me = {
|
who_are_you = {
|
||||||
text = "Morpheus believes you are The One.",
|
text = "I am Trinity. I've been looking for you.",
|
||||||
options = {
|
options = {
|
||||||
{label = "The One?", next_node = "the_one"}
|
{label = "The famous hacker?", next_node = "famous_hacker"},
|
||||||
|
{label = "Why me?", next_node = "why_me"}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
the_one = {
|
not_neo = {
|
||||||
text = "The one who will save us all.",
|
text = "I know. But you will be.",
|
||||||
options = {
|
options = {
|
||||||
{label = "I'm just a programmer.", next_node = "dialog_end"}
|
{label = "What are you talking about?", next_node = "who_are_you"}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
dialog_end = {
|
silent = {
|
||||||
text = "We'll talk later.",
|
text = "You're not much of a talker, are you?",
|
||||||
options = {} -- No options, ends conversation
|
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 = {
|
||||||
|
start = {
|
||||||
|
text = "I know what you're thinking. 'Am I in the right place?'",
|
||||||
|
options = {
|
||||||
|
{label = "Who are you?", next_node = "who_are_you"},
|
||||||
|
{label = "I guess I am.", next_node = "you_are"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
who_are_are = {
|
||||||
|
text = "I'm the Oracle. And you're right on time. Want a cookie?",
|
||||||
|
options = {
|
||||||
|
{label = "Sure.", next_node = "cookie"},
|
||||||
|
{label = "No, thank you.", next_node = "no_cookie"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
you_are = {
|
||||||
|
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
|
||||||
|
options = {
|
||||||
|
{label = "Yes, please.", next_node = "cookie"},
|
||||||
|
{label = "I'm good.", next_node = "no_cookie"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
cookie = {
|
||||||
|
text = "Here you go. Now, what's really on your mind?",
|
||||||
|
options = {
|
||||||
|
{label = "Am I The One?", next_node = "the_one"},
|
||||||
|
{label = "What is the Matrix?", next_node = "the_matrix"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
no_cookie = {
|
||||||
|
text = "Suit yourself. Now, what's troubling you?",
|
||||||
|
options = {
|
||||||
|
{label = "Am I The One?", next_node = "the_one"},
|
||||||
|
{label = "What is the Matrix?", next_node = "the_matrix"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
the_one = {
|
||||||
|
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
|
||||||
|
options = {
|
||||||
|
{label = "So I'm not?", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
the_matrix = {
|
||||||
|
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
|
||||||
|
options = {
|
||||||
|
{label = "I see.", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
dialog_end = {
|
||||||
|
text = "You have to understand, most of these people are not ready to be unplugged.",
|
||||||
|
options = {}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
items = {
|
||||||
x = 90,
|
{
|
||||||
y = 102,
|
x = 100,
|
||||||
name = "Oracle",
|
y = 128,
|
||||||
sprite_id = 3,
|
w = 8,
|
||||||
dialog = {
|
h = 8,
|
||||||
start = {
|
name = "Key",
|
||||||
text = "I know what you're thinking. 'Am I in the right place?'",
|
sprite_id = 4,
|
||||||
options = {
|
desc = "A rusty old key. It might open something."
|
||||||
{label = "Who are you?", next_node = "who_are_you"},
|
|
||||||
{label = "I guess I am.", next_node = "you_are"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
who_are_you = {
|
|
||||||
text = "I'm the Oracle. And you're right on time. Want a cookie?",
|
|
||||||
options = {
|
|
||||||
{label = "Sure.", next_node = "cookie"},
|
|
||||||
{label = "No, thank you.", next_node = "no_cookie"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
you_are = {
|
|
||||||
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
|
|
||||||
options = {
|
|
||||||
{label = "Yes, please.", next_node = "cookie"},
|
|
||||||
{label = "I'm good.", next_node = "no_cookie"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
cookie = {
|
|
||||||
text = "Here you go. Now, what's really on your mind?",
|
|
||||||
options = {
|
|
||||||
{label = "Am I The One?", next_node = "the_one"},
|
|
||||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
no_cookie = {
|
|
||||||
text = "Suit yourself. Now, what's troubling you?",
|
|
||||||
options = {
|
|
||||||
{label = "Am I The One?", next_node = "the_one"},
|
|
||||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
the_one = {
|
|
||||||
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
|
|
||||||
options = {
|
|
||||||
{label = "So I'm not?", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
the_matrix = {
|
|
||||||
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
|
|
||||||
options = {
|
|
||||||
{label = "I see.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "You have to understand, most of these people are not ready to be unplugged.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
items = {
|
{
|
||||||
{
|
-- Screen 2
|
||||||
x = 100,
|
name = "Screen 2",
|
||||||
y = 128,
|
platforms = {
|
||||||
w = 8,
|
{
|
||||||
h = 8,
|
x = 30,
|
||||||
name = "Key",
|
y = 100,
|
||||||
sprite_id = 4,
|
w = 50,
|
||||||
desc = "A rusty old key. It might open something."
|
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 = {
|
||||||
|
start = {
|
||||||
|
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
|
||||||
|
options = {
|
||||||
|
{label = "Good to meet you.", next_node = "good_to_meet_you"},
|
||||||
|
{label = "This place is incredible.", next_node = "incredible"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
good_to_meet_you = {
|
||||||
|
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
|
||||||
|
options = {
|
||||||
|
{label = "Training?", next_node = "training"},
|
||||||
|
{label = "I'm good for now.", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
incredible = {
|
||||||
|
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
|
||||||
|
options = {
|
||||||
|
{label = "Show me.", next_node = "training"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
training = {
|
||||||
|
text = "Jujitsu? Kung Fu? How about... all of them?",
|
||||||
|
options = {
|
||||||
|
{label = "All of them.", next_node = "all_of_them"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
all_of_them = {
|
||||||
|
text = "Operator, load the combat training program.",
|
||||||
|
options = {
|
||||||
|
{label = "...", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
dialog_end = {
|
||||||
|
text = "Just holler if you need anything. Anything at all.",
|
||||||
|
options = {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
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 = {
|
||||||
|
start = {
|
||||||
|
text = "Mr. Anderson. We've been expecting you.",
|
||||||
|
options = {
|
||||||
|
{label = "My name is Neo.", next_node = "name_is_neo"},
|
||||||
|
{label = "...", next_node = "silent"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
name_is_neo = {
|
||||||
|
text = "Whatever you say. You're here for a reason.",
|
||||||
|
options = {
|
||||||
|
{label = "What reason?", next_node = "what_reason"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
silent = {
|
||||||
|
text = "The silent type. It doesn't matter. You are an anomaly.",
|
||||||
|
options = {
|
||||||
|
{label = "What do you want?", next_node = "what_reason"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
what_reason = {
|
||||||
|
text = "To be deleted. The system has no place for your kind.",
|
||||||
|
options = {
|
||||||
|
{label = "I won't let you.", next_node = "wont_let_you"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
wont_let_you = {
|
||||||
|
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
|
||||||
|
options = {
|
||||||
|
{label = "...", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
dialog_end = {
|
||||||
|
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
|
||||||
|
options = {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
x = 160,
|
||||||
|
y = 62,
|
||||||
|
name = "Cypher",
|
||||||
|
sprite_id = 9,
|
||||||
|
dialog = {
|
||||||
|
start = {
|
||||||
|
text = "Well, well. The new messiah. Welcome to the real world.",
|
||||||
|
options = {
|
||||||
|
{label = "You don't seem happy.", next_node = "not_happy"},
|
||||||
|
{label = "...", next_node = "silent"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
not_happy = {
|
||||||
|
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
|
||||||
|
options = {
|
||||||
|
{label = "For freedom.", next_node = "freedom"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
silent = {
|
||||||
|
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
|
||||||
|
options = {
|
||||||
|
{label = "Sure.", next_node = "drink"},
|
||||||
|
{label = "No thanks.", next_node = "no_drink"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
drink = {
|
||||||
|
text = "Good stuff. The little things you miss, you know? Like a good steak.",
|
||||||
|
options = {
|
||||||
|
{label = "I guess.", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
no_drink = {
|
||||||
|
text = "Your loss. More for me.",
|
||||||
|
options = {
|
||||||
|
{label = "...", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
freedom = {
|
||||||
|
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
|
||||||
|
options = {
|
||||||
|
{label = "He's our leader.", next_node = "dialog_end"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
dialog_end = {
|
||||||
|
text = "Just be careful who you trust.",
|
||||||
|
options = {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
items = {}
|
||||||
}
|
}
|
||||||
},
|
})
|
||||||
{
|
|
||||||
-- 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 = {
|
|
||||||
start = {
|
|
||||||
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
|
|
||||||
options = {
|
|
||||||
{label = "Good to meet you.", next_node = "good_to_meet_you"},
|
|
||||||
{label = "This place is incredible.", next_node = "incredible"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
good_to_meet_you = {
|
|
||||||
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
|
|
||||||
options = {
|
|
||||||
{label = "Training?", next_node = "training"},
|
|
||||||
{label = "I'm good for now.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
incredible = {
|
|
||||||
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
|
|
||||||
options = {
|
|
||||||
{label = "Show me.", next_node = "training"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
training = {
|
|
||||||
text = "Jujitsu? Kung Fu? How about... all of them?",
|
|
||||||
options = {
|
|
||||||
{label = "All of them.", next_node = "all_of_them"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
all_of_them = {
|
|
||||||
text = "Operator, load the combat training program.",
|
|
||||||
options = {
|
|
||||||
{label = "...", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "Just holler if you need anything. Anything at all.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
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 = {
|
|
||||||
start = {
|
|
||||||
text = "Mr. Anderson. We've been expecting you.",
|
|
||||||
options = {
|
|
||||||
{label = "My name is Neo.", next_node = "name_is_neo"},
|
|
||||||
{label = "...", next_node = "silent"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
name_is_neo = {
|
|
||||||
text = "Whatever you say. You're here for a reason.",
|
|
||||||
options = {
|
|
||||||
{label = "What reason?", next_node = "what_reason"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
silent = {
|
|
||||||
text = "The silent type. It doesn't matter. You are an anomaly.",
|
|
||||||
options = {
|
|
||||||
{label = "What do you want?", next_node = "what_reason"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
what_reason = {
|
|
||||||
text = "To be deleted. The system has no place for your kind.",
|
|
||||||
options = {
|
|
||||||
{label = "I won't let you.", next_node = "wont_let_you"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
wont_let_you = {
|
|
||||||
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
|
|
||||||
options = {
|
|
||||||
{label = "...", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
x = 160,
|
|
||||||
y = 62,
|
|
||||||
name = "Cypher",
|
|
||||||
sprite_id = 9,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "Well, well. The new messiah. Welcome to the real world.",
|
|
||||||
options = {
|
|
||||||
{label = "You don't seem happy.", next_node = "not_happy"},
|
|
||||||
{label = "...", next_node = "silent"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
not_happy = {
|
|
||||||
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
|
|
||||||
options = {
|
|
||||||
{label = "For freedom.", next_node = "freedom"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
silent = {
|
|
||||||
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
|
|
||||||
options = {
|
|
||||||
{label = "Sure.", next_node = "drink"},
|
|
||||||
{label = "No thanks.", next_node = "no_drink"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
drink = {
|
|
||||||
text = "Good stuff. The little things you miss, you know? Like a good steak.",
|
|
||||||
options = {
|
|
||||||
{label = "I guess.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
no_drink = {
|
|
||||||
text = "Your loss. More for me.",
|
|
||||||
options = {
|
|
||||||
{label = "...", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
freedom = {
|
|
||||||
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
|
|
||||||
options = {
|
|
||||||
{label = "He's our leader.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "Just be careful who you trust.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
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
|
||||||
@@ -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
19
inc/map/map.bedroom.lua
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
MapBedroom = {
|
||||||
|
"10101010101010101010101010101010",
|
||||||
|
"10141410101010101010101010101010",
|
||||||
|
"10141410101010101010101010101010",
|
||||||
|
"10101010101010101010101010101010",
|
||||||
|
"10101010101010101010101010101010",
|
||||||
|
"10101010101010101010101010101010",
|
||||||
|
"10101010101010101010101010101010",
|
||||||
|
"10101010101010101010101010101010",
|
||||||
|
"10101010101010101010101010101010",
|
||||||
|
"11111111111111111111111111111111",
|
||||||
|
"11111111111111111111111111111111",
|
||||||
|
"11111111111111111111111111111111",
|
||||||
|
"11111516111213111111111111111111",
|
||||||
|
"11111111111111111111111111111111",
|
||||||
|
"11111111111111111111111111111111",
|
||||||
|
"11111111111111111111111111111111",
|
||||||
|
"11111111111111111111111111111111"
|
||||||
|
}
|
||||||
@@ -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>
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
8
inc/system/system.print.lua
Normal file
8
inc/system/system.print.lua
Normal 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
|
||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
@@ -32,37 +40,46 @@ 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
|
||||||
|
|
||||||
local value = control.get()
|
if control.type == "numeric_stepper" then
|
||||||
local label_text = control.label
|
local value = control.get()
|
||||||
local value_text = string.format(control.format, value)
|
local label_text = control.label
|
||||||
|
local value_text = string.format(control.format, value)
|
||||||
|
|
||||||
-- Calculate x position for right-aligned value
|
-- Calculate x position for right-aligned value
|
||||||
local value_x = x_value_right_align - (#value_text * char_width)
|
local value_x = x_value_right_align - (#value_text * char_width)
|
||||||
|
|
||||||
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
|
||||||
local current_value = control.get()
|
if control.type == "numeric_stepper" then
|
||||||
if Input.left() then
|
local current_value = control.get()
|
||||||
local new_value = math.max(control.min, current_value - control.step)
|
if btnp(2) then -- Left
|
||||||
control.set(new_value)
|
local new_value = math.max(control.min, current_value - control.step)
|
||||||
elseif Input.right() then
|
control.set(new_value)
|
||||||
local new_value = math.min(control.max, current_value + control.step)
|
elseif btnp(3) then -- Right
|
||||||
control.set(new_value)
|
local new_value = math.min(control.max, current_value + control.step)
|
||||||
|
control.set(new_value)
|
||||||
|
end
|
||||||
|
elseif control.type == "action_item" then
|
||||||
|
if Input.menu_confirm() then
|
||||||
|
control.action()
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -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()
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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()
|
||||||
|
|||||||
Reference in New Issue
Block a user