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318
mranderson.lua
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318
mranderson.lua
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-- title: Mr Anderson's Addventure
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-- author: Zsolt Tasnadi
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-- desc: Life of a programmer in the Matrix
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-- site: http://teletype.hu
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-- license: MIT License
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-- version: 0.1
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-- script: lua
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-- Game constants
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SCREEN_WIDTH = 240
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SCREEN_HEIGHT = 136
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-- Colors
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COLOR_BLACK = 0
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COLOR_LIGHT_GREY = 13
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COLOR_DARK_GREY = 14
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COLOR_GREEN = 6
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COLOR_NPC = 8
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-- Game state
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STATE_SPLASH = 0
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STATE_MENU = 1
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STATE_GAME = 2
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STATE_DIALOG = 3
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-- Player constants
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PLAYER_WIDTH = 8
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PLAYER_HEIGHT = 8
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PLAYER_START_X = 120
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PLAYER_START_Y = 128
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-- Ground constants
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GROUND_X = 0
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GROUND_Y = 136
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GROUND_W = 240
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GROUND_H = 8
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-- Physics constants
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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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-- Ground properties
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local ground = {
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x = GROUND_X,
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y = GROUND_Y,
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w = GROUND_W,
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h = GROUND_H
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}
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-- Menu properties
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local menuItems = {"Play", "Exit"}
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local selectedMenuItem = 1
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local function draw_splash()
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cls(COLOR_BLACK)
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print("Mr. Anderson's", 78, 60, COLOR_LIGHT_GREY)
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print("Addventure", 90, 70, COLOR_LIGHT_GREY)
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end
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local function update_splash()
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splash_timer = splash_timer - 1
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if splash_timer <= 0 then
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gameState = STATE_MENU
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end
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end
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local function draw_top_bar(title)
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rect(0, 0, SCREEN_WIDTH, 10, COLOR_BLACK)
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print(title, 3, 2, COLOR_LIGHT_GREY)
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end
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local function draw_menu()
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cls(COLOR_LIGHT_GREY)
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draw_top_bar("Main Menu")
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for i, item in ipairs(menuItems) do
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local color = COLOR_DARK_GREY
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if i == selectedMenuItem then
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color = COLOR_GREEN
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end
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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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local function update_menu()
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if btnp(0) then -- Up
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selectedMenuItem = selectedMenuItem - 1
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if selectedMenuItem < 1 then
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selectedMenuItem = #menuItems
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end
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elseif btnp(1) then -- Down
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selectedMenuItem = selectedMenuItem + 1
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if selectedMenuItem > #menuItems then
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selectedMenuItem = 1
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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 selectedMenuItem == 1 then -- Play
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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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player.y = PLAYER_START_Y
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player.vx = 0
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player.vy = 0
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player.jumps = 0
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currentScreen = 1
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gameState = STATE_GAME
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elseif selectedMenuItem == 2 then -- 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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-- Screen data
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local 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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local function game_update()
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-- Handle input
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if btn(2) then
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player.vx = -MOVE_SPEED
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elseif btn(3) then
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player.vx = MOVE_SPEED
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else
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player.vx = 0
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end
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if btnp(4) and player.jumps < MAX_JUMPS then
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player.vy = JUMP_POWER
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player.jumps = player.jumps + 1
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end
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-- Update player position
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player.x = player.x + player.vx
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player.y = player.y + player.vy
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-- Screen transition
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if player.x > SCREEN_WIDTH - player.w then
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if currentScreen < #screens then
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currentScreen = currentScreen + 1
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player.x = 0
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else
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player.x = SCREEN_WIDTH - player.w
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end
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elseif player.x < 0 then
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if currentScreen > 1 then
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currentScreen = currentScreen - 1
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player.x = SCREEN_WIDTH - player.w
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else
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player.x = 0
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end
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end
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-- Apply gravity
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player.vy = player.vy + GRAVITY
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local currentScreenData = screens[currentScreen]
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local currentPlatforms = currentScreenData.platforms
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-- Collision detection with platforms
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for i, p in ipairs(currentPlatforms) do
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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
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player.y = p.y - player.h
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player.vy = 0
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player.jumps = 0
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end
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end
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-- Collision detection with ground
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if player.y + player.h > ground.y and player.x + player.w > ground.x and player.x < ground.x + ground.w then
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player.y = ground.y - player.h
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player.vy = 0
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player.jumps = 0
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end
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-- NPC interaction
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if btnp(4) then
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for i, npc in ipairs(currentScreenData.npcs) do
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if math.abs(player.x - npc.x) < 12 and math.abs(player.y - npc.y) < 12 then
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dialog_text = npc.name
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gameState = STATE_DIALOG
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end
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end
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end
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-- Clear screen
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cls(COLOR_LIGHT_GREY)
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draw_top_bar(currentScreenData.name)
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-- Draw platforms
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for i, p in ipairs(currentPlatforms) do
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rect(p.x, p.y, p.w, p.h, COLOR_DARK_GREY)
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end
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-- Draw NPCs
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for i, npc in ipairs(currentScreenData.npcs) do
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rect(npc.x, npc.y, PLAYER_WIDTH, PLAYER_HEIGHT, COLOR_NPC)
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end
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-- Draw ground
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rect(ground.x, ground.y, ground.w, ground.h, COLOR_DARK_GREY)
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-- Draw player
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rect(player.x, player.y, player.w, player.h, COLOR_GREEN)
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end
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local function draw_dialog()
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rect(40, 50, 160, 40, COLOR_BLACK)
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rectb(40, 50, 160, 40, COLOR_DARK_GREY)
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print(dialog_text, 120 - #dialog_text * 2, 68, COLOR_DARK_GREY)
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end
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local function update_dialog()
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if btnp(4) or btnp(5) then
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gameState = STATE_GAME
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end
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end
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function TIC()
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if gameState == STATE_SPLASH then
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update_splash()
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draw_splash()
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elseif gameState == STATE_MENU then
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update_menu()
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draw_menu()
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elseif gameState == STATE_GAME then
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game_update()
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elseif gameState == STATE_DIALOG then
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game_update() -- keep drawing the game state in the background
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draw_dialog()
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update_dialog()
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end
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end
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-- <TILES>
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-- 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
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-- 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
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-- 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
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-- 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
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-- 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
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-- 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
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-- 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
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-- 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
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-- </TILES>
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-- <WAVES>
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-- 000:00000000ffffffff00000000ffffffff
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-- 001:0123456789abcdeffedcba9876543210
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-- 002:0123456789abcdef0123456789abcdef
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-- </WAVES>
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-- <SFX>
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-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
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-- </SFX>
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-- <TRACKS>
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-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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-- </TRACKS>
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-- <PALETTE>
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-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
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-- </PALETTE>
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