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This commit is contained in:
2025-12-03 23:41:48 +01:00
parent 6f65332ad8
commit 38599f259f

174
game.lua
View File

@@ -9,12 +9,16 @@
-- Game state
STATE_MENU = 0
STATE_GAME = 1
STATE_DIALOG = 2
gameState = STATE_MENU
-- Menu properties
menuItems = {"Play", "Exit"}
selectedMenuItem = 1
-- NPC properties
dialog_text = ""
function draw_top_bar(title)
rect(0, 0, 240, 10, 0)
print(title, 3, 2, 13)
@@ -64,27 +68,39 @@ end
-- Screen data
screens = {
{ -- Screen 1
name = "Home Screen",
name = "Screen 1",
platforms = {
{x = 80, y = 110, w = 40, h = 8},
{x = 160, y = 90, w = 40, h = 8}
},
npcs = {
{x = 180, y = 82, name = "Trinity"},
{x = 90, y = 102, name = "Oracle"}
}
},
{ -- Screen 2
name = "Second Screen",
name = "Screen 2",
platforms = {
{x = 30, y = 100, w = 50, h = 8},
{x = 100, y = 80, w = 50, h = 8},
{x = 170, y = 60, w = 50, h = 8}
},
npcs = {
{x = 120, y = 72, name = "Morpheus"},
{x = 40, y = 92, name = "Tank"}
}
},
{ -- Screen 3
name = "Third Screen",
name = "Screen 3",
platforms = {
{x = 50, y = 110, w = 30, h = 8},
{x = 100, y = 90, w = 30, h = 8},
{x = 150, y = 70, w = 30, h = 8},
{x = 200, y = 50, w = 30, h = 8}
},
npcs = {
{x = 210, y = 42, name = "Agent Smith"},
{x = 160, y = 62, name = "Cypher"}
}
}
}
@@ -155,7 +171,8 @@ function game_update()
-- Apply gravity
player.vy = player.vy + gravity
local currentPlatforms = screens[currentScreen].platforms
local currentScreenData = screens[currentScreen]
local currentPlatforms = currentScreenData.platforms
-- Collision detection with platforms
for i, p in ipairs(currentPlatforms) do
if player.vy > 0 and player.y + player.h >= p.y and player.y + player.h <= p.y + p.h and player.x + player.w > p.x and player.x < p.x + p.w then
@@ -172,16 +189,31 @@ function game_update()
player.jumps = 0
end
-- NPC interaction
if btnp(4) then
for i, npc in ipairs(currentScreenData.npcs) do
if math.abs(player.x - npc.x) < 12 and math.abs(player.y - npc.y) < 12 then
dialog_text = npc.name
gameState = STATE_DIALOG
end
end
end
-- Clear screen
cls(13)
draw_top_bar(screens[currentScreen].name)
draw_top_bar(currentScreenData.name)
-- Draw platforms
for i, p in ipairs(currentPlatforms) do
rect(p.x, p.y, p.w, p.h, 14)
end
-- Draw NPCs
for i, npc in ipairs(currentScreenData.npcs) do
rect(npc.x, npc.y, 8, 8, 8)
end
-- Draw ground
rect(ground.x, ground.y, ground.w, ground.h, 14)
@@ -189,12 +221,144 @@ function game_update()
rect(player.x, player.y, player.w, player.h, 6)
end
currentScreen = 1
-- Player properties
player = {
x = 120,
y = 128,
w = 8,
h = 8,
vx = 0,
vy = 0,
jumps = 0
}
-- Ground properties
ground = {
x = 0,
y = 136,
w = 240,
h = 8
}
-- Game constants
gravity = 0.5
jump_power = -5
move_speed = 1.5
max_jumps = 2
function game_update()
-- Handle input
if btn(2) then
player.vx = -move_speed
elseif btn(3) then
player.vx = move_speed
else
player.vx = 0
end
if btnp(4) and player.jumps < max_jumps then
player.vy = jump_power
player.jumps = player.jumps + 1
end
-- Update player position
player.x = player.x + player.vx
player.y = player.y + player.vy
-- Screen transition
if player.x > 240 - player.w then
if currentScreen < #screens then
currentScreen = currentScreen + 1
player.x = 0
else
player.x = 240 - player.w
end
elseif player.x < 0 then
if currentScreen > 1 then
currentScreen = currentScreen - 1
player.x = 240 - player.w
else
player.x = 0
end
end
-- Apply gravity
player.vy = player.vy + gravity
local currentScreenData = screens[currentScreen]
local currentPlatforms = currentScreenData.platforms
-- Collision detection with platforms
for i, p in ipairs(currentPlatforms) do
if player.vy > 0 and player.y + player.h >= p.y and player.y + player.h <= p.y + p.h and player.x + player.w > p.x and player.x < p.x + p.w then
player.y = p.y - player.h
player.vy = 0
player.jumps = 0
end
end
-- Collision detection with ground
if player.y + player.h > ground.y and player.x + player.w > ground.x and player.x < ground.x + ground.w then
player.y = ground.y - player.h
player.vy = 0
player.jumps = 0
end
-- NPC interaction
if btnp(4) then
for i, npc in ipairs(currentScreenData.npcs) do
if math.abs(player.x - npc.x) < 12 and math.abs(player.y - npc.y) < 12 then
dialog_text = npc.name
gameState = STATE_DIALOG
end
end
end
-- Clear screen
cls(13)
draw_top_bar(currentScreenData.name)
-- Draw platforms
for i, p in ipairs(currentPlatforms) do
rect(p.x, p.y, p.w, p.h, 14)
end
-- Draw NPCs
for i, npc in ipairs(currentScreenData.npcs) do
rect(npc.x, npc.y, 8, 8, 8)
end
-- Draw ground
rect(ground.x, ground.y, ground.w, ground.h, 14)
-- Draw player
rect(player.x, player.y, player.w, player.h, 6)
end
function draw_dialog()
rect(40, 50, 160, 40, 0)
rectb(40, 50, 160, 40, 14)
print(dialog_text, 120 - #dialog_text * 2, 68, 14)
end
function update_dialog()
if btnp(4) or btnp(5) then
gameState = STATE_GAME
end
end
function TIC()
if 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