727 lines
22 KiB
Lua
727 lines
22 KiB
Lua
-- title: Mr Anderson's Adventure
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-- author: Zsolt Tasnadi
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-- desc: Life of a programmer in the Vector
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-- site: http://teletype.hu
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-- license: MIT License
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-- version: 0.7
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-- script: lua
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--------------------------------------------------------------------------------
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-- Game Configuration
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--------------------------------------------------------------------------------
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local Config = {
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screen = {
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width = 240,
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height = 136
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},
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colors = {
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black = 0,
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light_grey = 13,
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dark_grey = 14,
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green = 6,
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npc = 8,
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item = 12 -- yellow
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},
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player = {
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w = 8,
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h = 8,
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start_x = 120,
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start_y = 128,
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sprite_id = 1
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},
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physics = {
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gravity = 0.5,
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jump_power = -5,
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move_speed = 1.5,
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max_jumps = 2,
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interaction_radius_npc = 12, -- New constant
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interaction_radius_item = 8 -- New constant
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},
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timing = {
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splash_duration = 120 -- 2 seconds at 60fps
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}
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}
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--------------------------------------------------------------------------------
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-- Game States
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--------------------------------------------------------------------------------
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local GAME_STATE_SPLASH = 0
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local GAME_STATE_INTRO = 1
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local GAME_STATE_MENU = 2
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local GAME_STATE_GAME = 3
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local GAME_STATE_DIALOG = 4
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local GAME_STATE_INVENTORY = 5
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local GAME_STATE_INVENTORY_ACTION = 6
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--------------------------------------------------------------------------------
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-- Modules
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--------------------------------------------------------------------------------
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-- State Modules (in GAME_STATE order)
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local SplashState = {}
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local IntroState = {}
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local MenuState = {}
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local GameState = {}
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local DialogState = {} -- Used for GAME_STATE_DIALOG and GAME_STATE_INVENTORY_ACTION
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local InventoryState = {} -- Used for GAME_STATE_INVENTORY
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-- Other Modules
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local UI = {}
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local Input = {}
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local NpcActions = {}
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local ItemActions = {}
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local MenuActions = {}
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local Player = {}
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--------------------------------------------------------------------------------
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-- Game State
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--------------------------------------------------------------------------------
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local State = {
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game_state = GAME_STATE_SPLASH,
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inventory = {},
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intro = {
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y = Config.screen.height,
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speed = 0.5,
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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."
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},
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current_screen = 1,
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dialog_text = "",
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splash_timer = Config.timing.splash_duration,
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player = {
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x = Config.player.start_x,
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y = Config.player.start_y,
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w = Config.player.w,
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h = Config.player.h,
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vx = 0,
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vy = 0,
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jumps = 0,
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sprite_id = Config.player.sprite_id
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},
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ground = {
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x = 0,
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y = Config.screen.height,
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w = Config.screen.width,
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h = 8
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},
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menu_items = {},
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selected_menu_item = 1,
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selected_inventory_item = 1,
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dialog_menu_items = {},
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selected_dialog_menu_item = 1,
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active_entity = nil,
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-- Screen data
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screens = {
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{ -- Screen 1
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name = "Screen 1",
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platforms = {
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{x = 80, y = 110, w = 40, h = 8},
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{x = 160, y = 90, w = 40, h = 8}
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},
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npcs = {
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{x = 180, y = 82, name = "Trinity", sprite_id = 2},
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{x = 90, y = 102, name = "Oracle", sprite_id = 3}
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},
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items = {
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{x = 100, y = 128, w=8, h=8, name = "Key", sprite_id = 4, desc = "A rusty old key. It might open something."}
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}
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},
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{ -- Screen 2
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name = "Screen 2",
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platforms = {
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{x = 30, y = 100, w = 50, h = 8},
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{x = 100, y = 80, w = 50, h = 8},
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{x = 170, y = 60, w = 50, h = 8}
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},
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npcs = {
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{x = 120, y = 72, name = "Morpheus", sprite_id = 5},
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{x = 40, y = 92, name = "Tank", sprite_id = 6}
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},
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items = {
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{x = 180, y = 52, w=8, h=8, name = "Potion", sprite_id = 7, desc = "A glowing red potion. It looks potent."}
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}
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},
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{ -- Screen 3
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name = "Screen 3",
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platforms = {
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{x = 50, y = 110, w = 30, h = 8},
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{x = 100, y = 90, w = 30, h = 8},
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{x = 150, y = 70, w = 30, h = 8},
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{x = 200, y = 50, w = 30, h = 8}
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},
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npcs = {
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{x = 210, y = 42, name = "Agent Smith", sprite_id = 8},
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{x = 160, y = 62, name = "Cypher", sprite_id = 9}
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},
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items = {}
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}
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}
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}
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--------------------------------------------------------------------------------
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-- Inventory Module
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--------------------------------------------------------------------------------
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function InventoryState.draw()
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cls(Config.colors.dark_grey)
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UI.draw_top_bar("Inventory")
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if #State.inventory == 0 then
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print("Inventory is empty.", 70, 70, Config.colors.light_grey)
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else
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for i, item in ipairs(State.inventory) do
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local color = Config.colors.light_grey
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if i == State.selected_inventory_item then
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color = Config.colors.green
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print(">", 60, 20 + i * 10, color)
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end
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print(item.name, 70, 20 + i * 10, color)
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end
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end
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end
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function InventoryState.update()
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State.selected_inventory_item = UI.update_menu(State.inventory, State.selected_inventory_item)
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if Input.menu_confirm() and #State.inventory > 0 then
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local selected_item = State.inventory[State.selected_inventory_item]
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DialogState.show_menu_dialog(selected_item, {
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{label = "Use", action = ItemActions.use},
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{label = "Drop", action = ItemActions.drop},
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{label = "Look at", action = ItemActions.look_at},
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{label = "Go back", action = ItemActions.go_back_from_inventory_action}
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}, GAME_STATE_INVENTORY_ACTION)
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end
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if Input.menu_back() then
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GameState.set_state(GAME_STATE_GAME)
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end
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end
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--------------------------------------------------------------------------------
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-- Menu Actions
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--------------------------------------------------------------------------------
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function MenuActions.play()
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-- Reset player state and screen for a new game
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State.player.x = Config.player.start_x
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State.player.y = Config.player.start_y
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State.player.vx = 0
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State.player.vy = 0
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State.player.jumps = 0
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State.current_screen = 1
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GameState.set_state(GAME_STATE_GAME)
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end
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function MenuActions.exit()
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exit()
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end
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-- Initialize menu items after actions are defined
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State.menu_items = {
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{label = "Play", action = MenuActions.play},
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{label = "Exit", action = MenuActions.exit}
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}
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--------------------------------------------------------------------------------
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-- NPC Actions
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--------------------------------------------------------------------------------
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function NpcActions.talk_to() end
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function NpcActions.fight() end
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function NpcActions.go_back()
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GameState.set_state(GAME_STATE_GAME)
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end
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--------------------------------------------------------------------------------
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-- Item Actions
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--------------------------------------------------------------------------------
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function ItemActions.use()
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print("Used item: " .. State.active_entity.name)
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GameState.set_state(GAME_STATE_INVENTORY)
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end
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function ItemActions.look_at()
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DialogState.show_description_dialog(State.active_entity, State.active_entity.desc)
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end
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function ItemActions.put_away()
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-- Add item to inventory
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table.insert(State.inventory, State.active_entity)
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-- Remove item from screen
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local currentScreenData = State.screens[State.current_screen]
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for i, item in ipairs(currentScreenData.items) do
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if item == State.active_entity then
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table.remove(currentScreenData.items, i)
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break
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end
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end
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-- Go back to game
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GameState.set_state(GAME_STATE_GAME)
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end
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function ItemActions.go_back_from_item_dialog()
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GameState.set_state(GAME_STATE_GAME)
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end
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function ItemActions.go_back_from_inventory_action()
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GameState.set_state(GAME_STATE_GAME)
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end
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function ItemActions.drop()
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-- Remove item from inventory
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for i, item in ipairs(State.inventory) do
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if item == State.active_entity then
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table.remove(State.inventory, i)
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break
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end
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end
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-- Add item to screen
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local currentScreenData = State.screens[State.current_screen]
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State.active_entity.x = State.player.x
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State.active_entity.y = State.player.y
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table.insert(currentScreenData.items, State.active_entity)
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-- Go back to inventory
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GameState.set_state(GAME_STATE_INVENTORY)
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end
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--------------------------------------------------------------------------------
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-- Input Module
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--------------------------------------------------------------------------------
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function Input.up() return btnp(0) end
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function Input.down() return btnp(1) end
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function Input.left() return btn(2) end
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function Input.right() return btn(3) end
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function Input.player_jump() return btnp(4) end
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function Input.menu_confirm() return btnp(4) end
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function Input.player_interact() return btnp(5) end -- B button
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function Input.menu_back() return btnp(5) end
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--------------------------------------------------------------------------------
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-- UI Module
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--------------------------------------------------------------------------------
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function UI.draw_top_bar(title)
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rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
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print(title, 3, 2, Config.colors.green)
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end
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function UI.draw_dialog()
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DialogState.draw()
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end
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function DialogState.draw()
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rect(40, 40, 160, 80, Config.colors.black)
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rectb(40, 40, 160, 80, Config.colors.green)
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-- Display the entity's name as the dialog title
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if State.active_entity and State.active_entity.name then
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print(State.active_entity.name, 120 - #State.active_entity.name * 2, 45, Config.colors.green)
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end
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-- Display the dialog content (description for "look at", or initial name/dialog for others)
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local wrapped_lines = UI.word_wrap(State.dialog_text, 25) -- Max 25 chars per line
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local current_y = 55 -- Starting Y position for the first line of content
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for _, line in ipairs(wrapped_lines) do
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print(line, 50, current_y, Config.colors.light_grey)
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current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
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end
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-- Adjust menu position based on the number of wrapped lines
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if not State.showing_description then
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UI.draw_menu(State.dialog_menu_items, State.selected_dialog_menu_item, 50, current_y + 2)
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else
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-- If description is showing, provide a "Go back" option automatically, or close dialog on action
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-- For now, let's just make it implicitly wait for Input.menu_confirm() or Input.menu_back() to close
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-- Or we can add a specific "Back" option here.
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-- Let's add a "Back" option for explicit return from description.
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print("[A] Go Back", 50, current_y + 10, Config.colors.green)
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end
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end
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function UI.draw_menu(items, selected_item, x, y)
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for i, item in ipairs(items) do
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local current_y = y + (i-1)*10
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if i == selected_item then
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print(">", x - 8, current_y, Config.colors.green)
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end
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print(item.label, x, current_y, Config.colors.green)
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end
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end
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function UI.update_menu(items, selected_item)
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if Input.up() then
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selected_item = selected_item - 1
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if selected_item < 1 then
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selected_item = #items
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end
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elseif Input.down() then
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selected_item = selected_item + 1
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if selected_item > #items then
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selected_item = 1
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end
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end
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return selected_item
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end
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function UI.word_wrap(text, max_chars_per_line)
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local result_lines = {}
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local segments = {}
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-- Split the input text by explicit newline characters first
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for segment in text:gmatch("([^\n]*)\n?") do
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table.insert(segments, segment)
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end
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-- Process each segment for word wrapping
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for _, segment_text in ipairs(segments) do
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local current_line = ""
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local words = {}
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-- Split segment into words
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for word in segment_text:gmatch("%S+") do
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table.insert(words, word)
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end
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local i = 1
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while i <= #words do
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local word = words[i]
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if #current_line == 0 then
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current_line = word
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elseif #current_line + 1 + #word <= max_chars_per_line then
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current_line = current_line .. " " .. word
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else
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table.insert(result_lines, current_line)
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current_line = word
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end
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i = i + 1
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end
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-- Add the last line of the segment if not empty
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if #current_line > 0 then
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table.insert(result_lines, current_line)
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end
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end
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return result_lines
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end
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--------------------------------------------------------------------------------
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-- Splash Module
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--------------------------------------------------------------------------------
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function SplashState.draw()
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cls(Config.colors.dark_grey)
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print("Mr. Anderson's", 78, 60, Config.colors.green)
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print("Addventure", 90, 70, Config.colors.green)
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end
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function SplashState.update()
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State.splash_timer = State.splash_timer - 1
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if State.splash_timer <= 0 or Input.menu_confirm() then
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GameState.set_state(GAME_STATE_INTRO)
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end
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end
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--------------------------------------------------------------------------------
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-- Intro Module
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--------------------------------------------------------------------------------
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function IntroState.draw()
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cls(Config.colors.dark_grey)
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local x = (Config.screen.width - 132) / 2 -- Centered text
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print(State.intro.text, x, State.intro.y, Config.colors.green)
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end
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function IntroState.update()
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State.intro.y = State.intro.y - State.intro.speed
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-- Count lines in intro text to determine when scrolling is done
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local lines = 1
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for _ in string.gmatch(State.intro.text, "\n") do
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lines = lines + 1
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end
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-- When text is off-screen, go to menu
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if State.intro.y < -lines * 8 then
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GameState.set_state(GAME_STATE_MENU)
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end
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-- Skip intro by pressing A
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if Input.menu_confirm() then
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GameState.set_state(GAME_STATE_MENU)
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end
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end
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--------------------------------------------------------------------------------
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-- Menu Module
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--------------------------------------------------------------------------------
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function MenuState.draw()
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cls(Config.colors.dark_grey)
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UI.draw_top_bar("Main Menu")
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UI.draw_menu(State.menu_items, State.selected_menu_item, 108, 70)
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end
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function MenuState.update()
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State.selected_menu_item = UI.update_menu(State.menu_items, State.selected_menu_item)
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if Input.menu_confirm() then
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local selected_item = State.menu_items[State.selected_menu_item]
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if selected_item and selected_item.action then
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selected_item.action()
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end
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end
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end
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--------------------------------------------------------------------------------
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-- Game Module
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--------------------------------------------------------------------------------
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function GameState.draw()
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local currentScreenData = State.screens[State.current_screen]
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cls(Config.colors.dark_grey)
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UI.draw_top_bar(currentScreenData.name)
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-- Draw platforms
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for _, p in ipairs(currentScreenData.platforms) do
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rect(p.x, p.y, p.w, p.h, Config.colors.green)
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end
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-- Draw items
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for _, item in ipairs(currentScreenData.items) do
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spr(item.sprite_id, item.x, item.y, 0)
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end
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-- Draw NPCs
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for _, npc in ipairs(currentScreenData.npcs) do
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spr(npc.sprite_id, npc.x, npc.y, 0)
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end
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-- Draw ground
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rect(State.ground.x, State.ground.y, State.ground.w, State.ground.h, Config.colors.dark_grey)
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-- Draw player
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Player.draw()
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end
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function Player.draw()
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spr(State.player.sprite_id, State.player.x, State.player.y, 0)
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end
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function Player.update()
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-- Handle input
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if Input.left() then
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State.player.vx = -Config.physics.move_speed
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elseif Input.right() then
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State.player.vx = Config.physics.move_speed
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else
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State.player.vx = 0
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end
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if Input.player_jump() and State.player.jumps < Config.physics.max_jumps then
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State.player.vy = Config.physics.jump_power
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State.player.jumps = State.player.jumps + 1
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end
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-- Update player position
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State.player.x = State.player.x + State.player.vx
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State.player.y = State.player.y + State.player.vy
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-- Screen transition
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if State.player.x > Config.screen.width - State.player.w then
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if State.current_screen < #State.screens then
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State.current_screen = State.current_screen + 1
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State.player.x = 0
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else
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State.player.x = Config.screen.width - State.player.w
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end
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elseif State.player.x < 0 then
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if State.current_screen > 1 then
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State.current_screen = State.current_screen - 1
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State.player.x = Config.screen.width - State.player.w
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else
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State.player.x = 0
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end
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end
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-- Apply gravity
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|
State.player.vy = State.player.vy + Config.physics.gravity
|
|
|
|
local currentScreenData = State.screens[State.current_screen]
|
|
-- Collision detection with platforms
|
|
for _, p in ipairs(currentScreenData.platforms) do
|
|
if State.player.vy > 0 and State.player.y + State.player.h >= p.y and State.player.y + State.player.h <= p.y + p.h and State.player.x + State.player.w > p.x and State.player.x < p.x + p.w then
|
|
State.player.y = p.y - State.player.h
|
|
State.player.vy = 0
|
|
State.player.jumps = 0
|
|
end
|
|
end
|
|
|
|
-- Collision detection with ground
|
|
if State.player.y + State.player.h > State.ground.y then
|
|
State.player.y = State.ground.y - State.player.h
|
|
State.player.vy = 0
|
|
State.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(State.player.x - npc.x) < Config.physics.interaction_radius_npc and math.abs(State.player.y - npc.y) < Config.physics.interaction_radius_npc then
|
|
DialogState.show_menu_dialog(npc, {
|
|
{label = "Talk to", action = NpcActions.talk_to},
|
|
{label = "Fight", action = NpcActions.fight},
|
|
{label = "Go back", action = NpcActions.go_back}
|
|
}, GAME_STATE_DIALOG)
|
|
interaction_found = true
|
|
break
|
|
end
|
|
end
|
|
|
|
if not interaction_found then
|
|
-- Item interaction
|
|
for _, item in ipairs(currentScreenData.items) do
|
|
if math.abs(State.player.x - item.x) < Config.physics.interaction_radius_item and math.abs(State.player.y - item.y) < Config.physics.interaction_radius_item then
|
|
DialogState.show_menu_dialog(item, {
|
|
{label = "Use", action = ItemActions.use},
|
|
{label = "Look at", action = ItemActions.look_at},
|
|
{label = "Put away", action = ItemActions.put_away},
|
|
{label = "Go back", action = ItemActions.go_back_from_item_dialog}
|
|
}, GAME_STATE_DIALOG)
|
|
interaction_found = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
-- If no interaction happened, open inventory
|
|
if not interaction_found then
|
|
GameState.set_state(GAME_STATE_INVENTORY)
|
|
end
|
|
end
|
|
end
|
|
|
|
function GameState.update()
|
|
|
|
Player.update() -- Call the encapsulated player update logic
|
|
|
|
end
|
|
|
|
function GameState.set_state(new_state)
|
|
State.game_state = new_state
|
|
-- Add any state-specific initialization/cleanup here later if needed
|
|
end
|
|
|
|
|
|
|
|
function DialogState.update()
|
|
if State.showing_description then
|
|
if Input.menu_confirm() or Input.menu_back() then
|
|
State.showing_description = false
|
|
State.dialog_text = "" -- Clear the description text
|
|
-- No need to change game_state, as it remains in GAME_STATE_DIALOG or GAME_STATE_INVENTORY_ACTION
|
|
end
|
|
else
|
|
State.selected_dialog_menu_item = UI.update_menu(State.dialog_menu_items, State.selected_dialog_menu_item)
|
|
|
|
if Input.menu_confirm() then
|
|
local selected_item = State.dialog_menu_items[State.selected_dialog_menu_item]
|
|
if selected_item and selected_item.action then
|
|
selected_item.action()
|
|
end
|
|
end
|
|
|
|
if Input.menu_back() then
|
|
GameState.set_state(GAME_STATE_GAME)
|
|
end
|
|
end
|
|
end
|
|
|
|
function DialogState.show_menu_dialog(entity, menu_items, dialog_game_state)
|
|
State.active_entity = entity
|
|
State.dialog_text = "" -- Initial dialog text is empty, name is title
|
|
GameState.set_state(dialog_game_state or GAME_STATE_DIALOG)
|
|
State.showing_description = false
|
|
State.dialog_menu_items = menu_items
|
|
State.selected_dialog_menu_item = 1
|
|
end
|
|
|
|
function DialogState.show_description_dialog(entity, description_text)
|
|
State.active_entity = entity
|
|
State.dialog_text = description_text
|
|
GameState.set_state(GAME_STATE_DIALOG)
|
|
State.showing_description = true
|
|
-- No menu items needed for description dialog
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Main Game Loop
|
|
--------------------------------------------------------------------------------
|
|
local STATE_HANDLERS = {
|
|
[GAME_STATE_SPLASH] = function()
|
|
SplashState.update()
|
|
SplashState.draw()
|
|
end,
|
|
[GAME_STATE_INTRO] = function()
|
|
IntroState.update()
|
|
IntroState.draw()
|
|
end,
|
|
[GAME_STATE_MENU] = function()
|
|
MenuState.update()
|
|
MenuState.draw()
|
|
end,
|
|
[GAME_STATE_GAME] = function()
|
|
GameState.update()
|
|
GameState.draw()
|
|
end,
|
|
[GAME_STATE_DIALOG] = function()
|
|
GameState.draw() -- Draw game behind dialog
|
|
DialogState.draw()
|
|
DialogState.update()
|
|
end,
|
|
[GAME_STATE_INVENTORY] = function()
|
|
InventoryState.update()
|
|
InventoryState.draw()
|
|
end,
|
|
[GAME_STATE_INVENTORY_ACTION] = function()
|
|
InventoryState.draw() -- Draw inventory behind dialog
|
|
DialogState.draw()
|
|
DialogState.update()
|
|
end,
|
|
}
|
|
|
|
function TIC()
|
|
local handler = STATE_HANDLERS[State.game_state]
|
|
if handler then
|
|
handler()
|
|
end
|
|
end
|
|
|
|
|
|
-- <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
|
|
-- 002:0123456789abcdef0123456789abcdef
|
|
-- </WAVES>
|
|
|
|
-- <SFX>
|
|
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
|
|
-- </SFX>
|
|
|
|
-- <TRACKS>
|
|
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
-- </TRACKS>
|
|
|
|
-- <PALETTE>
|
|
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
|
-- </PALETTE>
|
|
|