This commit is contained in:
489
mranderson.lua
489
mranderson.lua
@@ -3,286 +3,334 @@
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-- desc: Life of a programmer in the Matrix
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-- desc: Life of a programmer in the Matrix
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-- site: http://teletype.hu
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-- site: http://teletype.hu
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-- license: MIT License
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-- license: MIT License
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-- version: 0.1
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-- version: 0.3
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-- script: lua
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-- script: lua
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-- Game constants
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--------------------------------------------------------------------------------
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SCREEN_WIDTH = 240
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-- Game Configuration
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SCREEN_HEIGHT = 136
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--------------------------------------------------------------------------------
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local Config = {
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-- Colors
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screen = {
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COLOR_BLACK = 0
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width = 240,
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COLOR_LIGHT_GREY = 13
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height = 136
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COLOR_DARK_GREY = 14
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},
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COLOR_GREEN = 6
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colors = {
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COLOR_NPC = 8
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black = 0,
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light_grey = 13,
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-- Game state
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dark_grey = 14,
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STATE_SPLASH = 0
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green = 6,
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STATE_MENU = 1
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npc = 8
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STATE_GAME = 2
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},
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STATE_DIALOG = 3
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player = {
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w = 8,
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-- Player constants
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h = 8,
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PLAYER_WIDTH = 8
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start_x = 120,
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PLAYER_HEIGHT = 8
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start_y = 128,
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PLAYER_START_X = 120
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},
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PLAYER_START_Y = 128
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physics = {
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gravity = 0.5,
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-- Ground constants
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jump_power = -5,
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GROUND_X = 0
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move_speed = 1.5,
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GROUND_Y = 136
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max_jumps = 2,
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GROUND_W = 240
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},
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GROUND_H = 8
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timing = {
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splash_duration = 120 -- 2 seconds at 60fps
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-- Physics constants
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}
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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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-- Global variables (initialized)
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local gameState = STATE_SPLASH
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local currentScreen = 1
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local dialog_text = ""
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local splash_timer = 120 -- 2 seconds at 60fps
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-- Player properties
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local player = {
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x = PLAYER_START_X,
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y = PLAYER_START_Y,
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w = PLAYER_WIDTH,
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h = PLAYER_HEIGHT,
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vx = 0,
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vy = 0,
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jumps = 0
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}
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}
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-- Ground properties
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--------------------------------------------------------------------------------
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local ground = {
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-- Game States
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x = GROUND_X,
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--------------------------------------------------------------------------------
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y = GROUND_Y,
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local GAME_STATE_SPLASH = 0
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w = GROUND_W,
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local GAME_STATE_MENU = 1
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h = GROUND_H
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local GAME_STATE_GAME = 2
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local GAME_STATE_DIALOG = 3
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--------------------------------------------------------------------------------
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-- Modules
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--------------------------------------------------------------------------------
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local Splash = {}
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local Menu = {}
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local Game = {}
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local UI = {}
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local Input = {}
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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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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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},
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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 = {"Play", "Exit"},
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selected_menu_item = 1,
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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"},
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{x = 90, y = 102, name = "Oracle"}
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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"},
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{x = 40, y = 92, name = "Tank"}
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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"},
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{x = 160, y = 62, name = "Cypher"}
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}
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}
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}
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}
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}
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-- Menu properties
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--------------------------------------------------------------------------------
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local menuItems = {"Play", "Exit"}
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-- Input Module
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local selectedMenuItem = 1
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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.action() return btnp(4) end
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function Input.back() return btnp(5) end
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local function draw_splash()
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--------------------------------------------------------------------------------
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cls(COLOR_BLACK)
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-- UI Module
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print("Mr. Anderson's", 78, 60, COLOR_LIGHT_GREY)
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--------------------------------------------------------------------------------
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print("Addventure", 90, 70, COLOR_LIGHT_GREY)
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function UI.draw_top_bar(title)
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rect(0, 0, Config.screen.width, 10, Config.colors.black)
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print(title, 3, 2, Config.colors.light_grey)
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end
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end
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local function update_splash()
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function UI.draw_dialog()
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splash_timer = splash_timer - 1
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rect(40, 50, 160, 40, Config.colors.black)
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if splash_timer <= 0 then
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rectb(40, 50, 160, 40, Config.colors.dark_grey)
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gameState = STATE_MENU
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print(State.dialog_text, 120 - #State.dialog_text * 2, 68, Config.colors.light_grey)
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end
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--------------------------------------------------------------------------------
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-- Splash Module
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--------------------------------------------------------------------------------
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function Splash.draw()
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cls(Config.colors.black)
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print("Mr. Anderson's", 78, 60, Config.colors.light_grey)
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print("Addventure", 90, 70, Config.colors.light_grey)
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end
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function Splash.update()
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State.splash_timer = State.splash_timer - 1
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if State.splash_timer <= 0 then
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State.game_state = GAME_STATE_MENU
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end
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end
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end
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end
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local function draw_top_bar(title)
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--------------------------------------------------------------------------------
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rect(0, 0, SCREEN_WIDTH, 10, COLOR_BLACK)
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-- Menu Module
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print(title, 3, 2, COLOR_LIGHT_GREY)
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--------------------------------------------------------------------------------
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end
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function Menu.draw()
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cls(Config.colors.light_grey)
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local function draw_menu()
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UI.draw_top_bar("Main Menu")
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cls(COLOR_LIGHT_GREY)
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for i, item in ipairs(State.menu_items) do
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draw_top_bar("Main Menu")
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local color = Config.colors.dark_grey
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for i, item in ipairs(menuItems) do
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if i == State.selected_menu_item then
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local color = COLOR_DARK_GREY
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color = Config.colors.green
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if i == selectedMenuItem then
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color = COLOR_GREEN
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end
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end
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print(item, 108, 70 + (i-1)*10, color)
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print(item, 108, 70 + (i-1)*10, color)
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end
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end
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end
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end
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local function update_menu()
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function Menu.update()
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if btnp(0) then -- Up
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if Input.up() then
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selectedMenuItem = selectedMenuItem - 1
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State.selected_menu_item = State.selected_menu_item - 1
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if selectedMenuItem < 1 then
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if State.selected_menu_item < 1 then
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selectedMenuItem = #menuItems
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State.selected_menu_item = #State.menu_items
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end
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end
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elseif btnp(1) then -- Down
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elseif Input.down() then
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selectedMenuItem = selectedMenuItem + 1
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State.selected_menu_item = State.selected_menu_item + 1
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if selectedMenuItem > #menuItems then
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if State.selected_menu_item > #State.menu_items then
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selectedMenuItem = 1
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State.selected_menu_item = 1
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end
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end
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end
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end
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if btnp(4) or btnp(5) then -- A or B button
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if Input.action() or Input.back() then
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if selectedMenuItem == 1 then -- Play
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if State.selected_menu_item == 1 then -- Play
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-- Reset player state and screen for a new game
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-- Reset player state and screen for a new game
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player.x = PLAYER_START_X
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State.player.x = Config.player.start_x
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player.y = PLAYER_START_Y
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State.player.y = Config.player.start_y
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player.vx = 0
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State.player.vx = 0
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player.vy = 0
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State.player.vy = 0
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player.jumps = 0
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State.player.jumps = 0
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currentScreen = 1
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State.current_screen = 1
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gameState = STATE_GAME
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State.game_state = GAME_STATE_GAME
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elseif selectedMenuItem == 2 then -- Exit
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elseif State.selected_menu_item == 2 then -- Exit
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exit()
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exit()
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end
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end
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end
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end
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end
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end
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-- Screen data
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--------------------------------------------------------------------------------
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local screens = {
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-- Game Module
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{ -- Screen 1
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--------------------------------------------------------------------------------
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name = "Screen 1",
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function Game.draw()
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platforms = {
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local currentScreenData = State.screens[State.current_screen]
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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"},
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{x = 90, y = 102, name = "Oracle"}
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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"},
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{x = 40, y = 92, name = "Tank"}
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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"},
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{x = 160, y = 62, name = "Cypher"}
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}
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}
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}
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local function game_update()
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cls(Config.colors.light_grey)
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-- Handle input
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UI.draw_top_bar(currentScreenData.name)
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if btn(2) then
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player.vx = -MOVE_SPEED
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-- Draw platforms
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elseif btn(3) then
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for _, p in ipairs(currentScreenData.platforms) do
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player.vx = MOVE_SPEED
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rect(p.x, p.y, p.w, p.h, Config.colors.dark_grey)
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else
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player.vx = 0
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end
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end
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if btnp(4) and player.jumps < MAX_JUMPS then
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-- Draw NPCs
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player.vy = JUMP_POWER
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for _, npc in ipairs(currentScreenData.npcs) do
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player.jumps = player.jumps + 1
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rect(npc.x, npc.y, Config.player.w, Config.player.h, Config.colors.npc)
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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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rect(State.player.x, State.player.y, State.player.w, State.player.h, Config.colors.green)
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end
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function Game.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.action() 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
|
end
|
||||||
|
|
||||||
-- Update player position
|
-- Update player position
|
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player.x = player.x + player.vx
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State.player.x = State.player.x + State.player.vx
|
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player.y = player.y + player.vy
|
State.player.y = State.player.y + State.player.vy
|
||||||
|
|
||||||
-- Screen transition
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-- Screen transition
|
||||||
if player.x > SCREEN_WIDTH - player.w then
|
if State.player.x > Config.screen.width - State.player.w then
|
||||||
if currentScreen < #screens then
|
if State.current_screen < #State.screens then
|
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currentScreen = currentScreen + 1
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State.current_screen = State.current_screen + 1
|
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player.x = 0
|
State.player.x = 0
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else
|
else
|
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player.x = SCREEN_WIDTH - player.w
|
State.player.x = Config.screen.width - State.player.w
|
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end
|
end
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elseif player.x < 0 then
|
elseif State.player.x < 0 then
|
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if currentScreen > 1 then
|
if State.current_screen > 1 then
|
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currentScreen = currentScreen - 1
|
State.current_screen = State.current_screen - 1
|
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player.x = SCREEN_WIDTH - player.w
|
State.player.x = Config.screen.width - State.player.w
|
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else
|
else
|
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player.x = 0
|
State.player.x = 0
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Apply gravity
|
-- Apply gravity
|
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player.vy = player.vy + GRAVITY
|
State.player.vy = State.player.vy + Config.physics.gravity
|
||||||
|
|
||||||
local currentScreenData = screens[currentScreen]
|
local currentScreenData = State.screens[State.current_screen]
|
||||||
local currentPlatforms = currentScreenData.platforms
|
|
||||||
-- Collision detection with platforms
|
-- Collision detection with platforms
|
||||||
for i, p in ipairs(currentPlatforms) do
|
for _, p in ipairs(currentScreenData.platforms) 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
|
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
|
||||||
player.y = p.y - player.h
|
State.player.y = p.y - State.player.h
|
||||||
player.vy = 0
|
State.player.vy = 0
|
||||||
player.jumps = 0
|
State.player.jumps = 0
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Collision detection with ground
|
-- 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
|
if State.player.y + State.player.h > State.ground.y then
|
||||||
player.y = ground.y - player.h
|
State.player.y = State.ground.y - State.player.h
|
||||||
player.vy = 0
|
State.player.vy = 0
|
||||||
player.jumps = 0
|
State.player.jumps = 0
|
||||||
end
|
end
|
||||||
|
|
||||||
-- NPC interaction
|
-- NPC interaction
|
||||||
if btnp(4) then
|
if Input.action() then
|
||||||
for i, npc in ipairs(currentScreenData.npcs) do
|
for _, npc in ipairs(currentScreenData.npcs) do
|
||||||
if math.abs(player.x - npc.x) < 12 and math.abs(player.y - npc.y) < 12 then
|
if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then
|
||||||
dialog_text = npc.name
|
State.dialog_text = npc.name
|
||||||
gameState = STATE_DIALOG
|
State.game_state = GAME_STATE_DIALOG
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Clear screen
|
|
||||||
cls(COLOR_LIGHT_GREY)
|
|
||||||
|
|
||||||
draw_top_bar(currentScreenData.name)
|
|
||||||
|
|
||||||
-- Draw platforms
|
|
||||||
for i, p in ipairs(currentPlatforms) do
|
|
||||||
rect(p.x, p.y, p.w, p.h, COLOR_DARK_GREY)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Draw NPCs
|
|
||||||
for i, npc in ipairs(currentScreenData.npcs) do
|
|
||||||
rect(npc.x, npc.y, PLAYER_WIDTH, PLAYER_HEIGHT, COLOR_NPC)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Draw ground
|
|
||||||
rect(ground.x, ground.y, ground.w, ground.h, COLOR_DARK_GREY)
|
|
||||||
|
|
||||||
-- Draw player
|
|
||||||
rect(player.x, player.y, player.w, player.h, COLOR_GREEN)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
local function draw_dialog()
|
function Game.update_dialog()
|
||||||
rect(40, 50, 160, 40, COLOR_BLACK)
|
if Input.action() or Input.back() then
|
||||||
rectb(40, 50, 160, 40, COLOR_DARK_GREY)
|
State.game_state = GAME_STATE_GAME
|
||||||
print(dialog_text, 120 - #dialog_text * 2, 68, COLOR_DARK_GREY)
|
|
||||||
end
|
|
||||||
|
|
||||||
local function update_dialog()
|
|
||||||
if btnp(4) or btnp(5) then
|
|
||||||
gameState = STATE_GAME
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--------------------------------------------------------------------------------
|
||||||
|
-- Main Game Loop
|
||||||
|
--------------------------------------------------------------------------------
|
||||||
|
local STATE_HANDLERS = {
|
||||||
|
[GAME_STATE_SPLASH] = function()
|
||||||
|
Splash.update()
|
||||||
|
Splash.draw()
|
||||||
|
end,
|
||||||
|
[GAME_STATE_MENU] = function()
|
||||||
|
Menu.update()
|
||||||
|
Menu.draw()
|
||||||
|
end,
|
||||||
|
[GAME_STATE_GAME] = function()
|
||||||
|
Game.update()
|
||||||
|
Game.draw()
|
||||||
|
end,
|
||||||
|
[GAME_STATE_DIALOG] = function()
|
||||||
|
Game.draw() -- Draw game behind dialog
|
||||||
|
UI.draw_dialog()
|
||||||
|
Game.update_dialog()
|
||||||
|
end,
|
||||||
|
}
|
||||||
|
|
||||||
function TIC()
|
function TIC()
|
||||||
if gameState == STATE_SPLASH then
|
local handler = STATE_HANDLERS[State.game_state]
|
||||||
update_splash()
|
if handler then
|
||||||
draw_splash()
|
handler()
|
||||||
elseif gameState == STATE_MENU then
|
|
||||||
update_menu()
|
|
||||||
draw_menu()
|
|
||||||
elseif gameState == STATE_GAME then
|
|
||||||
game_update()
|
|
||||||
elseif gameState == STATE_DIALOG then
|
|
||||||
game_update() -- keep drawing the game state in the background
|
|
||||||
draw_dialog()
|
|
||||||
update_dialog()
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -315,4 +363,3 @@ end
|
|||||||
-- <PALETTE>
|
-- <PALETTE>
|
||||||
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||||
-- </PALETTE>
|
-- </PALETTE>
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user