- task #134: randomize placement of characters #49
@@ -28,6 +28,7 @@ function Context.initial_data()
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return {
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current_menu_item = 1,
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test_mode = false,
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mouse_trace = false,
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popup = {
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show = false,
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content = {}
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@@ -46,6 +47,8 @@ function Context.initial_data()
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have_done_work_today = false,
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should_ascend = false,
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have_met_sumphore = false,
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office_sprites = {},
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walking_to_office_sprites = {},
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game = {
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current_screen = "home",
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},
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@@ -8,21 +8,43 @@ Screen.register({
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},
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init = function()
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Audio.music_play_room_work()
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Context.have_been_to_office = true
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local possible_sprites = {
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"dev_project_manager",
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"dev_hr_girl",
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"dev_introvert",
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"dev_extrovert",
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"dev_guru",
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"dev_operator",
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{id="dev_buddy", y_correct=1 * 8},
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{id="dev_boy", y_correct=1 * 8},
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{id="dev_girl", y_correct=1 * 8}
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}
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local possible_positions = {
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{x = 6 * 8, y = 4 * 8},
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{x = 10 * 8, y = 11 * 8 + 4},
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{x = 12 * 8, y = 4 * 8},
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{x = 15 * 8, y = 9 * 8},
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{x = 16 * 8, y = 4 * 8},
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{x = 17 * 8, y = 8 * 8},
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{x = 17 * 8, y = 11 * 8},
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{x = 20 * 8, y = 4 * 8},
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{x = 23 * 8, y = 5 * 8},
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{x = 22 * 8, y = 10 * 8 + 4},
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{x = 27 * 8, y = 10 * 8 + 4},
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{x = -4 + 5 * 8, y = 9 * 8}
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}
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Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
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end,
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background = "office",
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draw = function()
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if Window.get_current_id() == "game" then
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Sprite.draw_at("norman", 13 * 8, 9 * 8)
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Sprite.draw_at("dev_buddy", 15 * 8, 9 * 8)
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Sprite.draw_at("dev_project_manager", 6 * 8, 4 * 8)
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Sprite.draw_at("dev_hr_girl", 12 * 8, 4 * 8)
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Sprite.draw_at("dev_introvert", -4 + 5 * 8, 9 * 8)
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Sprite.draw_at("dev_extrovert", 20 * 8, 4 * 8)
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Sprite.draw_at("dev_girl", 23 * 8, 5 * 8)
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Sprite.draw_at("dev_boy", 10 * 8, 11 * 8 + 4)
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Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4)
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Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4)
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Sprite.draw_list(Context.office_sprites)
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end
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Context.have_been_to_office = true
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end
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})
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@@ -8,6 +8,28 @@ Screen.register({
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},
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init = function()
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Audio.music_play_room_work()
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local possible_sprites = {
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"matrix_trinity",
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"matrix_neo",
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{id="matrix_oraculum", y_correct=1 * 8},
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"matrix_architect"
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}
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local possible_positions = {
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{x = 5 * 8, y = 11 * 8},
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{x = 7 * 8, y = 11 * 8},
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{x = 9 * 8, y = 11 * 8},
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{x = 11 * 8, y = 11 * 8},
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{x = 13 * 8, y = 11 * 8},
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{x = 15 * 8, y = 11 * 8},
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{x = 18 * 8, y = 11 * 8},
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{x = 21 * 8, y = 11 * 8},
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{x = 24 * 8, y = 11 * 8},
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{x = 27 * 8, y = 11 * 8},
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}
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Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
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end,
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background = "street",
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draw = function()
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@@ -16,10 +38,8 @@ Screen.register({
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Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
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Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
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Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
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Sprite.draw_at("matrix_trinity", 5 * 8, 11 * 8)
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Sprite.draw_at("matrix_neo", 7 * 8, 11 * 8)
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Sprite.draw_at("matrix_oraculum", 9 * 8, 12 * 8)
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Sprite.draw_at("matrix_architect", 11 * 8, 11 * 8)
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Sprite.draw_list(Context.walking_to_office_sprites)
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end
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end
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})
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@@ -73,6 +73,70 @@ function Sprite.generate_table(width, height, starting_s, x_base, y_base, x_step
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return sprites
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end
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--- Immediately draws a list of sprites
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--- @within Sprite
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--- @param sprite_list table An array of tables, each containing: `id` (string) sprite identifier, `x` (number) x-coordinate, `y` (number) y-coordinate, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` parameters.
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function Sprite.draw_list(sprite_list)
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for _, sprite_info in ipairs(sprite_list) do
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local sprite_data = _sprites[sprite_info.id]
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if not sprite_data then
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trace("Error: Attempted to draw non-registered sprite with id: " .. sprite_info.id)
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else
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draw_sprite_instance(sprite_data, sprite_info)
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end
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end
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end
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--- Given a list of sprite IDs (or sprite entries with correction offsets) and a list of possible positions, randomly assigns each sprite to a unique position and returns a drawable list.
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--- @within Sprite
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--- @param sprite_ids table An array of sprite identifier values or tables.
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--- Each entry may be either:
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--- - string: sprite ID to draw.
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--- - table: { sprite_id = string, x_correct = number, y_correct = number }.
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--- @param positions table An array of tables, each containing `x` and `y` fields for possible sprite positions.
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function Sprite.list_randomize(sprite_ids, positions)
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if #sprite_ids > #positions then
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trace("Error: More sprite IDs than available positions in Sprite.draw_randomized")
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return
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end
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local shuffled_positions = {}
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for i, pos in ipairs(positions) do
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shuffled_positions[i] = pos
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end
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for i = #shuffled_positions, 2, -1 do
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local j = math.random(i)
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shuffled_positions[i], shuffled_positions[j] = shuffled_positions[j], shuffled_positions[i]
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end
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local drawable_list = {}
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for i, sprite_entry in ipairs(sprite_ids) do
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local sprite_id = sprite_entry
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local x_correct = 0
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local y_correct = 0
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if type(sprite_entry) == "table" then
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sprite_id = sprite_entry.sprite_id or sprite_entry.id
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x_correct = sprite_entry.x_correct or 0
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y_correct = sprite_entry.y_correct or 0
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end
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local sprite_data = _sprites[sprite_id]
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if not sprite_data then
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trace("Error: Attempted to draw non-registered sprite with id: " .. tostring(sprite_id))
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else
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local pos = shuffled_positions[i]
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table.insert(drawable_list, {
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id = sprite_id,
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x = pos.x + x_correct,
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y = pos.y + y_correct
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})
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end
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end
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return drawable_list
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end
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--- Schedules a sprite for drawing.
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--- @within Sprite
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--- @param id string The unique identifier of the sprite.<br/>
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@@ -10,6 +10,11 @@ function Mouse.update()
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_consumed = false
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local mt = {mouse()}
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_mx, _my, _mleft = mt[1], mt[2], mt[3]
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-- trace mouse position and tile for testing purposes
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if Context.test_mode and Context.mouse_trace then
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trace("Mouse: (" .. _mx .. "," .. _my .. "), tile: (" .. math.floor(_mx / 8) .. "," .. math.floor(_my / 8) .. ")")
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end
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end
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--- Returns current mouse X position.
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Reference in New Issue
Block a user