-- title: Mr Anderson's Addventure
-- author: Zsolt Tasnadi
-- desc: Life of a programmer in the Matrix
-- site: http://teletype.hu
-- license: MIT License
-- version: 0.1
-- script: lua
-- Game state
STATE_MENU = 0
STATE_GAME = 1
gameState = STATE_MENU
-- Menu properties
menuItems = {"Play", "Exit"}
selectedMenuItem = 1
function draw_top_bar(title)
rect(0, 0, 240, 10, 0)
print(title, 3, 2, 13)
end
function draw_menu()
cls(13)
draw_top_bar("Main Menu")
for i, item in ipairs(menuItems) do
local color = 14
if i == selectedMenuItem then
color = 6
end
print(item, 108, 70 + (i-1)*10, color)
end
end
function update_menu()
if btnp(0) then -- Up
selectedMenuItem = selectedMenuItem - 1
if selectedMenuItem < 1 then
selectedMenuItem = #menuItems
end
elseif btnp(1) then -- Down
selectedMenuItem = selectedMenuItem + 1
if selectedMenuItem > #menuItems then
selectedMenuItem = 1
end
end
if btnp(4) or btnp(5) then -- A or B button
if selectedMenuItem == 1 then -- Play
-- Reset player state and screen for a new game
player.x = 120
player.y = 128
player.vx = 0
player.vy = 0
player.jumps = 0
currentScreen = 1
gameState = STATE_GAME
elseif selectedMenuItem == 2 then -- Exit
exit()
end
end
end
-- Screen data
screens = {
{ -- Screen 1
name = "Home Screen",
platforms = {
{x = 80, y = 110, w = 40, h = 8},
{x = 160, y = 90, w = 40, h = 8}
}
},
{ -- Screen 2
name = "Second Screen",
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}
}
},
{ -- Screen 3
name = "Third Screen",
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}
}
}
}
currentScreen = 1
-- Player properties
player = {
x = 120,
y = 128,
w = 8,
h = 8,
vx = 0,
vy = 0,
jumps = 0
}
-- Ground properties
ground = {
x = 0,
y = 136,
w = 240,
h = 8
}
-- Game constants
gravity = 0.5
jump_power = -5
move_speed = 1.5
max_jumps = 2
function game_update()
-- Handle input
if btn(2) then
player.vx = -move_speed
elseif btn(3) then
player.vx = move_speed
else
player.vx = 0
end
if btnp(4) and player.jumps < max_jumps then
player.vy = jump_power
player.jumps = player.jumps + 1
end
-- Update player position
player.x = player.x + player.vx
player.y = player.y + player.vy
-- Screen transition
if player.x > 240 - player.w then
if currentScreen < #screens then
currentScreen = currentScreen + 1
player.x = 0
else
player.x = 240 - player.w
end
elseif player.x < 0 then
if currentScreen > 1 then
currentScreen = currentScreen - 1
player.x = 240 - player.w
else
player.x = 0
end
end
-- Apply gravity
player.vy = player.vy + gravity
local currentPlatforms = screens[currentScreen].platforms
-- Collision detection with platforms
for i, p in ipairs(currentPlatforms) do
if player.vy > 0 and player.y + player.h >= p.y and player.y + player.h <= p.y + p.h and player.x + player.w > p.x and player.x < p.x + p.w then
player.y = p.y - player.h
player.vy = 0
player.jumps = 0
end
end
-- Collision detection with ground
if player.y + player.h > ground.y and player.x + player.w > ground.x and player.x < ground.x + ground.w then
player.y = ground.y - player.h
player.vy = 0
player.jumps = 0
end
-- Clear screen
cls(13)
draw_top_bar(screens[currentScreen].name)
-- Draw platforms
for i, p in ipairs(currentPlatforms) do
rect(p.x, p.y, p.w, p.h, 14)
end
-- Draw ground
rect(ground.x, ground.y, ground.w, ground.h, 14)
-- Draw player
rect(player.x, player.y, player.w, player.h, 6)
end
function TIC()
if gameState == STATE_MENU then
update_menu()
draw_menu()
elseif gameState == STATE_GAME then
game_update()
end
end
--
-- 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
-- 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
-- 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
-- 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
-- 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
-- 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
-- 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
-- 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
--
--
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 002:0123456789abcdef0123456789abcdef
--
--
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
--
--
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
--
--
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
--