Compare commits

..

22 Commits

Author SHA1 Message Date
3dc28849c4 #24 Assets Import-export fix
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-01-29 23:21:00 +01:00
8a6214e893 restore asset constants
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-01-29 21:49:18 +01:00
d943b6deaa branch into version
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-01-29 20:08:14 +01:00
b3b2159d75 add name to header
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-01-27 22:12:11 +01:00
ae56cf3555 pipeline update
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-01-26 22:16:02 +01:00
2fc241fee7 Add some versions of office.
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
2026-01-20 22:47:23 +01:00
4e0145982f Add the firest version of the office.
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
2026-01-20 22:34:35 +01:00
1c987fa08b Add the player's home.
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
2026-01-20 21:24:24 +01:00
b6d0823875 restore import_assets
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
2026-01-17 22:26:34 +01:00
ffa82e8f92 export_assets make target
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
2026-01-17 21:25:00 +01:00
cfc07afe59 asset importer
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
2026-01-17 18:14:47 +01:00
3fbce5aced purge
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
2026-01-17 00:10:55 +01:00
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
36 changed files with 1048 additions and 791 deletions

3
.gitignore vendored
View File

@@ -1 +1,2 @@
mranderson.lua .local
impostor.lua

View File

@@ -1,21 +1,20 @@
environment: &environment
GAME_NAME: mranderson
GAME_LANG: lua
steps: steps:
- name: version
image: alpine
commands:
- 'apk add --no-cache make'
- 'make ci-version'
- name: build - name: build
image: gitea.vps.teletype.hu/games/tic80pro:latest image: git.teletype.hu/internal/tic80pro:latest
environment: environment:
<<: *environment
XDG_RUNTIME_DIR: /tmp XDG_RUNTIME_DIR: /tmp
commands: commands:
- make build PROJECT=$GAME_NAME - 'make ci-export'
- make export PROJECT=$GAME_NAME
- name: artifact - name: artifact
image: alpine image: alpine
environment: environment:
<<: *environment
DROPAREA_HOST: vps.teletype.hu DROPAREA_HOST: vps.teletype.hu
DROPAREA_PORT: 2223 DROPAREA_PORT: 2223
DROPAREA_TARGET_PATH: /home/drop DROPAREA_TARGET_PATH: /home/drop
@@ -23,17 +22,15 @@ steps:
DROPAREA_SSH_PASSWORD: DROPAREA_SSH_PASSWORD:
from_secret: droparea_ssh_password from_secret: droparea_ssh_password
commands: commands:
- apk add --no-cache openssh-client sshpass - 'apk add --no-cache make openssh-client sshpass'
- mkdir -p /root/.ssh - 'make ci-upload'
- sshpass -p $DROPAREA_SSH_PASSWORD scp -o StrictHostKeyChecking=no -P $DROPAREA_PORT $GAME_NAME.$GAME_LANG $GAME_NAME.tic $GAME_NAME.html.zip $DROPAREA_USER@$DROPAREA_HOST:$DROPAREA_TARGET_PATH
- name: update - name: update
image: alpine image: alpine
environment: environment:
<<: *environment
UPDATE_SERVER: https://games.vps.teletype.hu UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SECRET: UPDATE_SECRET:
from_secret: update_secret_key from_secret: update_secret_key
commands: commands:
- apk add --no-cache curl - 'apk add --no-cache make curl'
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80" - 'make ci-update'

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

133
Makefile
View File

@@ -1,15 +1,8 @@
# ----------------------------------------- # -----------------------------------------
# Makefile TIC-80 project builder # Makefile TIC-80 project builder
# Usage:
# make PROJECT=mranderson
# make build PROJECT=mranderson
# make watch PROJECT=mranderson
# make export PROJECT=mranderson
# ----------------------------------------- # -----------------------------------------
ifndef PROJECT PROJECT = impostor
$(error Specify the project name: make PROJECT=name)
endif
ORDER = $(PROJECT).inc ORDER = $(PROJECT).inc
OUTPUT = $(PROJECT).lua OUTPUT = $(PROJECT).lua
@@ -17,30 +10,126 @@ OUTPUT_ZIP = $(PROJECT).html.zip
OUTPUT_TIC = $(PROJECT).tic OUTPUT_TIC = $(PROJECT).tic
SRC_DIR = inc SRC_DIR = inc
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER)) SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
ASSETS_LUA = inc/meta/meta.assets.lua
ASSETS_DIR = assets
ASSET_TYPES = tiles sprites sfx music
# CI/CD variables
VERSION_FILE = .version
GAME_LANG ?= lua
DROPAREA_HOST ?= vps.teletype.hu
DROPAREA_PORT ?= 2223
DROPAREA_TARGET_PATH ?= /home/drop
DROPAREA_USER ?= drop
UPDATE_SERVER ?= https://games.vps.teletype.hu
all: build all: build
build: $(OUTPUT) build: $(OUTPUT)
@echo "==> Build complete: $(OUTPUT)"
$(OUTPUT): $(SRC) $(ORDER) $(OUTPUT): $(SRC) $(ORDER)
@echo "==> Building $(OUTPUT)..."
@rm -f $(OUTPUT) @rm -f $(OUTPUT)
@while read f; do \ @while read f; do \
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \ cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
echo "\n" >> $(OUTPUT); \ echo "" >> $(OUTPUT); \
done < $(ORDER) done < $(ORDER)
@echo "==> Done."
export: $(OUTPUT) export: build
@echo "==> TIC-80 export..." @if [ -z "$(VERSION)" ]; then \
tic80 --cli --skip --fs=. \ echo "ERROR: VERSION not set!"; \
--cmd="load $(OUTPUT) & save $(PROJECT) & export html $(PROJECT).html & exit" exit 1; \
@echo "==> HTML ZIP: $(OUTPUT_ZIP)" fi
@echo "==> TIC: $(OUTPUT_TIC)" @echo "==> Exporting HTML for version $(VERSION)"
@tic80 --cli --skip --fs=. \
--cmd="load $(OUTPUT) & save $(PROJECT)-$(VERSION) & export html $(PROJECT)-$(VERSION).html & exit"
@echo "==> Creating versioned files"
@if [ -f "$(PROJECT)-$(VERSION).tic" ]; then \
cp $(PROJECT)-$(VERSION).tic $(PROJECT).tic; \
fi
@if [ -f "$(PROJECT)-$(VERSION).html.zip" ]; then \
cp $(PROJECT)-$(VERSION).html.zip $(PROJECT).html.zip; \
fi
@echo "==> Generated files:"
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch: watch:
@echo "==> Watching project: $(PROJECT)" make build
make build PROJECT=$(PROJECT) fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
fswatch -o $(SRC_DIR) $(ORDER) | while read; do make build PROJECT=$(PROJECT); done
import_assets: $(OUTPUT)
@TIC_CMD="load $(OUTPUT) &"; \
for t in $(ASSET_TYPES); do \
for f in $(ASSETS_DIR)/$$t/*.png; do \
[ -e "$$f" ] || continue; \
echo "==> Importing $$f as $$t..."; \
TIC_CMD="$${TIC_CMD} & import $$t $$f"; \
done; \
done; \
TIC_CMD="$$TIC_CMD save & exit"; \
echo $$TIC_CMD; \
tic80 --cli --skip --fs=. --cmd="$$TIC_CMD"
# export helper function
define f_export_asset_awk
cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3)
endef
export_assets:
# $(OUTPUT) would be a circular dependency
@test -e $(OUTPUT)
@echo "==> Exporting TIC-80 asset sections"
@mkdir -p inc/meta
@echo -n '' > $(ASSETS_LUA)
@$(call f_export_asset_awk,PALETTE,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,TILES,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,SPRITES,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
@echo "==> Cleaned build artifacts"
# CI/CD Targets
ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
VERSION=dev-$$VERSION-$$BRANCH; \
fi; \
echo "VERSION is: $$VERSION"; \
echo $$VERSION > $(VERSION_FILE)
ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Building and exporting version $$VERSION"; \
$(MAKE) export VERSION=$$VERSION
ci-upload:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Uploading artifacts for version $$VERSION"; \
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true; \
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
FILE_LUA=$(PROJECT)-$$VERSION.lua; \
FILE_TIC=$(PROJECT)-$$VERSION.tic; \
FILE_HTML_ZIP=$(PROJECT)-$$VERSION.html.zip; \
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) $$FILE_LUA $$FILE_TIC $$FILE_HTML_ZIP $$SCP_TARGET
ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
.PHONY: all build export watch import_assets export_assets clean ci-version ci-export ci-upload ci-update
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>

View File

@@ -1,4 +1,4 @@
# Mr. Anderson's Matrix Escape # Definitely not an Impostor
## Installation ## Installation
@@ -8,14 +8,6 @@ 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.
## Story: The Coder's Lament
Before he was "The One," before he dodged bullets and shattered the illusion, Thomas Anderson was just a software developer named Neo. Trapped in a cubicle farm of endless bugs and looming deadlines, Neo's days were a monotonous cycle of debugging legacy code, attending pointless meetings, and battling unresponsive APIs. Each line of code felt like a chain, each project a heavier burden, pulling him deeper into a digital malaise.
He yearned for something more, a glitch in the system, a whisper of a different reality. His fingers, calloused from countless hours on the keyboard, danced across cryptic forums late at night, searching for answers, for meaning beyond the mundane syntax of his corporate prison. The coffee flowed freely, the pizza boxes piled high, and the lines of code blurred into an indistinguishable stream of ones and zeros.
This game chronicles Mr. Anderson's final, desperate struggles within the software development matrix. Navigate the labyrinthine codebase, escape the relentless pursuit of project managers (Agents), and uncover the hidden truths that will lead him to question everything he knows. Will he find the "red pill" in a sea of green code, or will he forever be just another drone in the system?

0
assets/music/.keep Normal file
View File

0
assets/sfx/.keep Normal file
View File

0
assets/sprites/.keep Normal file
View File

0
assets/tiles/.keep Normal file
View File

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -1,19 +1,19 @@
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
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
window/window.configuration.lua window/window.configuration.lua
window/window.popup.lua window/window.popup.lua
window/window.inventory.lua
window/window.game.lua window/window.game.lua
system/system.main.lua system/system.main.lua
meta/meta.assets.lua meta/meta.assets.lua

View File

@@ -1,49 +1,7 @@
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)
end end
function Item.look_at() function Item.look_at()
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc) PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
end end
function Item.put_away()
-- Add item to inventory
table.insert(Context.inventory, Context.dialog.active_entity)
-- Remove item from screen
local currentScreenData = Context.screens[Context.current_screen]
for i, item in ipairs(currentScreenData.items) do
if item == Context.dialog.active_entity then
table.remove(currentScreenData.items, i)
break
end
end
-- Go back to game
GameWindow.set_state(WINDOW_GAME)
end
function Item.go_back_from_item_dialog()
GameWindow.set_state(WINDOW_GAME)
end
function Item.go_back_from_inventory_action()
GameWindow.set_state(WINDOW_GAME)
end
function Item.drop()
-- Remove item from inventory
for i, item in ipairs(Context.inventory) do
if item == Context.dialog.active_entity then
table.remove(Context.inventory, i)
break
end
end
-- Add item to screen
local currentScreenData = Context.screens[Context.current_screen]
Context.dialog.active_entity.x = Context.player.x
Context.dialog.active_entity.y = Context.player.y
table.insert(currentScreenData.items, Context.dialog.active_entity)
-- Go back to inventory
GameWindow.set_state(WINDOW_INVENTORY)
end

View File

@@ -1,98 +0,0 @@
function Player.draw()
spr(Context.player.sprite_id, Context.player.x, Context.player.y, 0)
end
function Player.update()
-- Handle input
if Input.left() then
Context.player.vx = -Config.physics.move_speed
elseif Input.right() then
Context.player.vx = Config.physics.move_speed
else
Context.player.vx = 0
end
if Input.player_jump() and Context.player.jumps < Config.physics.max_jumps then
Context.player.vy = Config.physics.jump_power
Context.player.jumps = Context.player.jumps + 1
end
-- Update player position
Context.player.x = Context.player.x + Context.player.vx
Context.player.y = Context.player.y + Context.player.vy
-- Screen transition
if Context.player.x > Config.screen.width - Context.player.w then
if Context.current_screen < #Context.screens then
Context.current_screen = Context.current_screen + 1
Context.player.x = 0
else
Context.player.x = Config.screen.width - Context.player.w
end
elseif Context.player.x < 0 then
if Context.current_screen > 1 then
Context.current_screen = Context.current_screen - 1
Context.player.x = Config.screen.width - Context.player.w
else
Context.player.x = 0
end
end
-- Apply gravity
Context.player.vy = Context.player.vy + Config.physics.gravity
local currentScreenData = Context.screens[Context.current_screen]
-- Collision detection with platforms
for _, p in ipairs(currentScreenData.platforms) do
if Context.player.vy > 0 and Context.player.y + Context.player.h >= p.y and Context.player.y + Context.player.h <= p.y + p.h and Context.player.x + Context.player.w > p.x and Context.player.x < p.x + p.w then
Context.player.y = p.y - Context.player.h
Context.player.vy = 0
Context.player.jumps = 0
end
end
-- Collision detection with ground
if Context.player.y + Context.player.h > Context.ground.y then
Context.player.y = Context.ground.y - Context.player.h
Context.player.vy = 0
Context.player.jumps = 0
end
-- Entity interaction
if Input.player_interact() then
local interaction_found = false
-- NPC interaction
for _, npc in ipairs(currentScreenData.npcs) do
if math.abs(Context.player.x - npc.x) < Config.physics.interaction_radius_npc and math.abs(Context.player.y - npc.y) < Config.physics.interaction_radius_npc then
PopupWindow.show_menu_dialog(npc, {
{label = "Talk to", action = NPC.talk_to},
{label = "Fight", action = NPC.fight},
{label = "Go back", action = NPC.go_back}
}, WINDOW_POPUP)
interaction_found = true
break
end
end
if not interaction_found then
-- Item interaction
for _, item in ipairs(currentScreenData.items) do
if math.abs(Context.player.x - item.x) < Config.physics.interaction_radius_item and math.abs(Context.player.y - item.y) < Config.physics.interaction_radius_item then
PopupWindow.show_menu_dialog(item, {
{label = "Use", action = Item.use},
{label = "Look at", action = Item.look_at},
{label = "Put away", action = Item.put_away},
{label = "Go back", action = Item.go_back_from_item_dialog}
}, WINDOW_POPUP)
interaction_found = true
break
end
end
end
-- If no interaction happened, open inventory
if not interaction_found then
GameWindow.set_state(WINDOW_INVENTORY)
end
end
end

View File

@@ -1,4 +1,4 @@
local Config = { local DEFAULT_CONFIG = {
screen = { screen = {
width = 240, width = 240,
height = 136 height = 136
@@ -12,21 +12,38 @@ local Config = {
item = 12 -- yellow item = 12 -- yellow
}, },
player = { player = {
w = 8,
h = 8,
start_x = 120,
start_y = 128,
sprite_id = 1 sprite_id = 1
}, },
physics = {
gravity = 0.5,
jump_power = -5,
move_speed = 1.5,
max_jumps = 2,
interaction_radius_npc = 12,
interaction_radius_item = 8
},
timing = { timing = {
splash_duration = 120 splash_duration = 120
} }
} }
local Config = {
-- Copy default values initially
screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player,
timing = DEFAULT_CONFIG.timing,
}
local CONFIG_SAVE_BANK = 7
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_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
end
function Config.load()
Config.restore_defaults()
-- Check if config has been saved before using a magic value
end
function Config.restore_defaults()
-- Any other configurable items should be reset here
end
-- Load configuration on startup
Config.load()

View File

@@ -1,432 +1,422 @@
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_selectS_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,
intro = {
y = Config.screen.height,
speed = 0.5,
text = "Norman Reds everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
},
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 = {
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, game_in_progress = false, -- New flag
showing_description = false, screens = clone_table({
current_node_key = nil {
}, -- Screen 1
player = { name = "Screen 1",
x = Config.player.start_x, npcs = {
y = Config.player.start_y, {
w = Config.player.w, name = "Trinity",
h = Config.player.h, sprite_id = 2,
vx = 0, dialog = {
vy = 0, start = {
jumps = 0, text = "Hello, Neo.",
sprite_id = Config.player.sprite_id
},
ground = {
x = 0,
y = Config.screen.height,
w = Config.screen.width,
h = 8
},
menu_items = {},
selected_menu_item = 1,
selected_inventory_item = 1,
-- Screen data
screens = {
{
-- Screen 1
name = "Screen 1",
platforms = {
{
x = 80,
y = 110,
w = 40,
h = 8
},
{
x = 160,
y = 90,
w = 40,
h = 8
}
},
npcs = {
{
x = 180,
y = 82,
name = "Trinity",
sprite_id = 2,
dialog = {
start = {
text = "Hello, Neo.",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "My name is not Neo.", next_node = "not_neo"},
{label = "...", next_node = "silent"}
}
},
who_are_you = {
text = "I am Trinity. I've been looking for you.",
options = {
{label = "The famous hacker?", next_node = "famous_hacker"},
{label = "Why me?", next_node = "why_me"}
}
},
not_neo = {
text = "I know. But you will be.",
options = {
{label = "What are you talking about?", next_node = "who_are_you"}
}
},
silent = {
text = "You're not much of a talker, are you?",
options = {
{label = "I guess not.", next_node = "dialog_end"}
}
},
famous_hacker = {
text = "The one and only.",
options = { 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
}
}
},
{
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, name = "Key",
name = "Oracle", sprite_id = 4,
sprite_id = 3, desc = "A rusty old key. It might open something."
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_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, npcs = {
w = 8, {
h = 8, name = "Morpheus",
name = "Key", sprite_id = 5,
sprite_id = 4, dialog = {
desc = "A rusty old key. It might open something." 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
}
}
},
{
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 = {
{
name = "Potion",
sprite_id = 7,
desc = "A glowing red potion. It looks potent."
}
} }
},
{
-- Screen 3
name = "Screen 3",
npcs = {
{
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 = {}
}
}
},
{
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.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.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
end

View File

@@ -3,10 +3,10 @@ local IntroWindow = {}
local MenuWindow = {} local MenuWindow = {}
local GameWindow = {} local GameWindow = {}
local PopupWindow = {} local PopupWindow = {}
local InventoryWindow = {}
local ConfigurationWindow = {} local ConfigurationWindow = {}
local UI = {} local UI = {}
local Print = {}
local Input = {} local Input = {}
local NPC = {} local NPC = {}
local Item = {} local Item = {}

View File

@@ -3,6 +3,4 @@ local WINDOW_INTRO = 1
local WINDOW_MENU = 2 local WINDOW_MENU = 2
local WINDOW_GAME = 3 local WINDOW_GAME = 3
local WINDOW_POPUP = 4 local WINDOW_POPUP = 4
local WINDOW_INVENTORY = 5
local WINDOW_INVENTORY_ACTION = 6
local WINDOW_CONFIGURATION = 7 local WINDOW_CONFIGURATION = 7

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

@@ -1,29 +1,3 @@
-- <TILES>
-- 000:4444444444444444444444444444444444444444444444444444444444444444
-- 001:1111111111111111111111111111111111111111111111111111111111111111
-- 002:5555555555555555555555555555555555555555555555555555555555555555
-- 003:6666666666666666666666666666666666666666666666666666666666666666
-- 004:7777777777777777777777777777777777777777777777777777777777777777
-- 005:8888888888888888888888888888888888888888888888888888888888888888
-- 006:9999999999999999999999999999999999999999999999999999999999999999
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
-- </TILES>
-- <WAVES>
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 02:0123456789abcdef0123456789abcdef
-- </WAVES>
-- <SFX>
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
-- </SFX>
-- <TRACKS>
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>
-- <PALETTE> -- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE> -- </PALETTE>

View File

@@ -1,7 +1,8 @@
-- title: Mr Anderson's Adventure -- title: Definitely not an Impostor
-- author: Zsolt Tasnadi -- name: impostor
-- 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: 0.1
-- 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.select() 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

@@ -20,22 +20,24 @@ local STATE_HANDLERS = {
PopupWindow.update() PopupWindow.update()
PopupWindow.draw() PopupWindow.draw()
end, end,
[WINDOW_INVENTORY] = function()
InventoryWindow.update()
InventoryWindow.draw()
end,
[WINDOW_INVENTORY_ACTION] = function()
InventoryWindow.draw()
PopupWindow.draw()
PopupWindow.update()
end,
[WINDOW_CONFIGURATION] = function() [WINDOW_CONFIGURATION] = function()
ConfigurationWindow.update() ConfigurationWindow.update()
ConfigurationWindow.draw() ConfigurationWindow.draw()
end, end,
} }
local initialized_game = false
local 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

@@ -5,17 +5,13 @@ ConfigurationWindow = {
function ConfigurationWindow.init() function ConfigurationWindow.init()
ConfigurationWindow.controls = { ConfigurationWindow.controls = {
UI.create_numeric_stepper( UI.create_action_item(
"Move Speed", "Save",
function() return Config.physics.move_speed end, function() Config.save() end
function(v) Config.physics.move_speed = v end,
0.5, 3, 0.1, "%.1f"
), ),
UI.create_numeric_stepper( UI.create_action_item(
"Max Jumps", "Restore Defaults",
function() return Config.physics.max_jumps end, function() Config.restore_defaults() end
function(v) Config.physics.max_jumps = v end,
1, 5, 1, "%d"
), ),
} }
end end
@@ -32,37 +28,46 @@ 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 +80,21 @@ 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

View File

@@ -2,31 +2,29 @@ function GameWindow.draw()
local currentScreenData = Context.screens[Context.current_screen] local currentScreenData = Context.screens[Context.current_screen]
UI.draw_top_bar(currentScreenData.name) UI.draw_top_bar(currentScreenData.name)
-- Draw platforms
for _, p in ipairs(currentScreenData.platforms) do
rect(p.x, p.y, p.w, p.h, Config.colors.green)
end
-- Draw items
for _, item in ipairs(currentScreenData.items) do
spr(item.sprite_id, item.x, item.y, 0)
end
-- Draw NPCs
for _, npc in ipairs(currentScreenData.npcs) do
spr(npc.sprite_id, npc.x, npc.y, 0)
end
-- Draw ground
rect(Context.ground.x, Context.ground.y, Context.ground.w, Context.ground.h, Config.colors.dark_grey)
-- Draw player
Player.draw()
end end
function GameWindow.update() function GameWindow.update()
Player.update() -- Call the encapsulated player update logic if Input.menu_back() then
Context.active_window = WINDOW_MENU
MenuWindow.refresh_menu_items()
return
end
if Input.select() then
if Context.current_screen == #Context.screens then
Context.current_screen = 1
else
Context.current_screen = Context.current_screen + 1
end
end
if Input.player_interact() then
PopupWindow.show_menu_dialog(npc, {
{label = "Talk to", action = NPC.talk_to},
{label = "Fight", action = NPC.fight},
{label = "Go back", action = NPC.go_back}
}, WINDOW_POPUP)
end
end end
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)

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

@@ -1,34 +0,0 @@
function InventoryWindow.draw()
UI.draw_top_bar("Inventory")
if #Context.inventory == 0 then
print("Inventory is empty.", 70, 70, Config.colors.light_grey)
else
for i, item in ipairs(Context.inventory) do
local color = Config.colors.light_grey
if i == Context.selected_inventory_item then
color = Config.colors.green
print(">", 60, 20 + i * 10, color)
end
print(item.name, 70, 20 + i * 10, color)
end
end
end
function InventoryWindow.update()
Context.selected_inventory_item = UI.update_menu(Context.inventory, Context.selected_inventory_item)
if Input.menu_confirm() and #Context.inventory > 0 then
local selected_item = Context.inventory[Context.selected_inventory_item]
PopupWindow.show_menu_dialog(selected_item, {
{label = "Use", action = Item.use},
{label = "Drop", action = Item.drop},
{label = "Look at", action = Item.look_at},
{label = "Go back", action = Item.go_back_from_inventory_action}
}, WINDOW_INVENTORY_ACTION)
end
if Input.menu_back() then
GameWindow.set_state(WINDOW_GAME)
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

@@ -41,7 +41,7 @@ function PopupWindow.update()
if Input.menu_confirm() or Input.menu_back() then if Input.menu_confirm() or Input.menu_back() then
Context.dialog.showing_description = false Context.dialog.showing_description = false
Context.dialog.text = "" -- Clear the description text Context.dialog.text = "" -- Clear the description text
-- No need to change active_window, as it remains in WINDOW_POPUP or WINDOW_INVENTORY_ACTION -- No need to change active_window, as it remains in WINDOW_POPUP
end end
else else
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item) Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
@@ -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 +1,9 @@
function SplashWindow.draw() function SplashWindow.draw()
print("Mr. Anderson's", 78, 60, Config.colors.green) local txt = "Definitely not an Impostor"
print("Addventure", 90, 70, Config.colors.green) local w = #txt * 6
local x = (240 - w) / 2
local y = (136 - 6) / 2
print(txt, x, y, 12)
end end
function SplashWindow.update() function SplashWindow.update()

289
infra.md Normal file
View File

@@ -0,0 +1,289 @@
# Server
```mermaid
graph TD
Internet --> Nginx
Nginx --> Traefik
Traefik --> Gitea
Gitea --> GiteaDB[(Gitea data / SQLite)]
Traefik --> WoodpeckerServer
WoodpeckerServer --> WoodpeckerDB[(Woodpecker data / SQLite)]
WoodpeckerServer --> WoodpeckerAgent
WoodpeckerAgent --> DockerSocket[(Docker)]
Traefik --> WebApp
WebApp --> MySQL[(MySQL)]
WebApp --> Softwares[(Volume)]
Droparea --> Softwares
Nginx --> Discourse
Discourse --> ForumDB[(Postgres)]
Discourse --> Redis[(Redis)]
Nginx --> Wiki
Wiki --> WikiDB[(Postgres)]
```
# TIC-80 Pipeline
This document describes the Woodpecker CI pipeline used to build, export, upload, and publish a TIC-80 game project.
---
## Overview
The pipeline performs the following steps:
1. **Build** the TIC-80 project using a custom Docker image
2. **Export** the game to `.tic` and HTML formats
3. **Upload artifacts** to a remote server via SCP
4. **Notify an update server** to publish the new version
The pipeline is driven by environment variables so it can be reused across projects.
---
## Global Environment
```yaml
environment: &environment
GAME_NAME: mranderson
GAME_LANG: lua
```
- **GAME_NAME**: Project name (used for all outputs)
- **GAME_LANG**: Source language used by TIC-80 (Lua)
The anchor (`&environment`) allows reuse across steps.
---
## Step 1: Build & Export
```yaml
- name: build
image: git.teletype.hu/internal/tic80pro:latest
environment:
<<: *environment
XDG_RUNTIME_DIR: /tmp
commands:
- make build
- make export
```
**What it does:**
- Uses a custom TIC-80 Pro Docker image hosted in Gitea
- Runs the Makefile `build` target to assemble source files
- Runs the `export` target to generate:
- `.tic` cartridge
- `.html.zip` web build
---
## Step 2: Artifact Upload
```yaml
- name: artifact
image: alpine
environment:
<<: *environment
DROPAREA_HOST: vps.teletype.hu
DROPAREA_PORT: 2223
DROPAREA_TARGET_PATH: /home/drop
DROPAREA_USER: drop
DROPAREA_SSH_PASSWORD:
from_secret: droparea_ssh_password
commands:
- apk add --no-cache openssh-client sshpass
- mkdir -p /root/.ssh
- sshpass -p $DROPAREA_SSH_PASSWORD scp -o StrictHostKeyChecking=no -P $DROPAREA_PORT \
$GAME_NAME.$GAME_LANG \
$GAME_NAME.tic \
$GAME_NAME.html.zip \
$DROPAREA_USER@$DROPAREA_HOST:$DROPAREA_TARGET_PATH
```
**What it does:**
- Installs SCP tooling in a minimal Alpine container
- Uploads:
- Source file
- TIC-80 cartridge
- HTML export ZIP
- Uses secrets for SSH authentication
---
## Step 3: Update Notification
```yaml
- name: update
image: alpine
environment:
<<: *environment
UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SECRET:
from_secret: update_secret_key
commands:
- apk add --no-cache curl
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
```
**What it does:**
- Sends an HTTP request to the update server
- Notifies that a new TIC-80 build is available
- Uses a secret key to authorize the update
---
## Result
After a successful run:
- The game is built and exported
- Artifacts are uploaded to the server
- The public game index is updated automatically
This pipeline enables **fully automated TIC-80 releases** using open tools and infrastructure.
# TIC-80 Makefile Project Builder
This Makefile provides a simple, reproducible workflow for building **TIC-80 Lua projects** from multiple source files. It is designed for small indie or experimental projects where the source code is split into logical parts and then merged into a single `.lua` cartridge.
---
## Overview
The workflow is based on four core ideas:
- Source code is split into multiple Lua files inside an `inc/` directory
- A project-specific `.inc` file defines the **build order**
- All source files are concatenated into one final `.lua` file
- TIC-80 is used in CLI mode to export runnable artifacts
This approach keeps the codebase modular while remaining compatible with TIC-80s single-file cartridge model.
---
## Project Structure
```text
project-root/
├── inc/
│ ├── core.lua
│ ├── player.lua
│ └── world.lua
├── mranderson.inc
├── Makefile
└── README.md
```
- `inc/` contains all Lua source fragments
- `<project>.inc` defines the order in which files are merged
- `<project>.lua` is generated automatically
---
## The `.inc` File
The `.inc` file is a **plain text file** listing Lua source files in build order:
```text
core.lua
player.lua
world.lua
```
The order matters. Files listed earlier are concatenated first and must define any globals used later.
---
## Usage
### Build (default)
```sh
make build
```
- Reads `mranderson.inc`
- Concatenates files from `inc/`
- Produces `mranderson.lua`
### Export (TIC-80)
```sh
make export
```
- Loads the generated Lua file into TIC-80 (CLI mode)
- Saves a `.tic` cartridge
- Exports an HTML build
### Export Assets
```sh
make export_assets
```
- **Purpose**: Extracts asset sections (PALETTE, TILES, SPRITES, MAP, SFX, MUSIC) from the compiled `<project>.lua` file.
- **Mechanism**: Uses `sed` to directly parse the generated `<project>.lua` and saves the extracted data into `inc/meta/meta.assets.lua`. This file can then be used to embed the asset data directly into other parts of the project or for version control of visual assets.
### Import Assets
The `import_assets` target was considered during development but is currently not part of the build workflow. Asset handling for TIC-80 projects within this Makefile relies solely on direct extraction (`export_assets`) from the built Lua cartridge, rather than importing external asset definitions. This target may be implemented in the future if a need for pre-build asset injection arises.
### Watch Mode
```sh
make watch
```
- Performs an initial build
- Watches the `inc/` directory and `.inc` file
- Rebuilds automatically on any change
Requires `fswatch` to be installed.
---
## Generated Artifacts
| File | Description |
|-----|-------------|
| `<project>.lua` | Merged Lua source (input for TIC-80) |
| `<project>.tic` | TIC-80 cartridge |
| `<project>.html` | Web export |
| `<project>.html.zip` | Packaged HTML build |
---
## Design Goals
- Keep TIC-80 projects modular
- Avoid manual copy-paste between files
- Enable fast iteration and experimentation
- Remain fully compatible with open-source tooling
This Makefile is intentionally minimal and transparent, favoring simplicity over abstraction.
---
## Requirements
- `make`
- `tic80` available in PATH
- `fswatch` (only for watch mode)
---
## License
MIT License — free to use, modify, and redistribute.