rename entities
This commit is contained in:
190
mranderson.lua
190
mranderson.lua
@@ -75,7 +75,7 @@ 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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local Context = {
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game_state = GAME_STATE_SPLASH,
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inventory = {},
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intro = {
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@@ -343,12 +343,12 @@ local State = {
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function InventoryState.draw()
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UI.draw_top_bar("Inventory")
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if #State.inventory == 0 then
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if #Context.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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for i, item in ipairs(Context.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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if i == Context.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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@@ -358,10 +358,10 @@ function InventoryState.draw()
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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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Context.selected_inventory_item = UI.update_menu(Context.inventory, Context.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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if Input.menu_confirm() and #Context.inventory > 0 then
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local selected_item = Context.inventory[Context.selected_inventory_item]
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PopupState.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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@@ -380,12 +380,12 @@ end
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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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Context.player.x = Config.player.start_x
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Context.player.y = Config.player.start_y
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Context.player.vx = 0
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Context.player.vy = 0
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Context.player.jumps = 0
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Context.current_screen = 1
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GameState.set_state(GAME_STATE_GAME)
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end
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@@ -394,7 +394,7 @@ function MenuActions.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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Context.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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@@ -403,7 +403,7 @@ State.menu_items = {
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-- NPC Actions
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--------------------------------------------------------------------------------
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function NpcActions.talk_to()
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local npc = State.dialog.active_entity
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local npc = Context.dialog.active_entity
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if npc.dialog and npc.dialog.start then
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PopupState.set_dialog_node("start")
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else
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@@ -420,20 +420,20 @@ end
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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.dialog.active_entity.name)
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print("Used item: " .. Context.dialog.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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PopupState.show_description_dialog(State.dialog.active_entity, State.dialog.active_entity.desc)
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PopupState.show_description_dialog(Context.dialog.active_entity, Context.dialog.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.dialog.active_entity)
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table.insert(Context.inventory, Context.dialog.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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local currentScreenData = Context.screens[Context.current_screen]
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for i, item in ipairs(currentScreenData.items) do
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if item == State.dialog.active_entity then
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if item == Context.dialog.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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@@ -452,18 +452,18 @@ 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.dialog.active_entity then
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table.remove(State.inventory, i)
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for i, item in ipairs(Context.inventory) do
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if item == Context.dialog.active_entity then
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table.remove(Context.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.dialog.active_entity.x = State.player.x
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State.dialog.active_entity.y = State.player.y
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table.insert(currentScreenData.items, State.dialog.active_entity)
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local currentScreenData = Context.screens[Context.current_screen]
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Context.dialog.active_entity.x = Context.player.x
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Context.dialog.active_entity.y = Context.player.y
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table.insert(currentScreenData.items, Context.dialog.active_entity)
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-- Go back to inventory
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GameState.set_state(GAME_STATE_INVENTORY)
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@@ -499,12 +499,12 @@ function PopupState.draw()
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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.dialog.active_entity and State.dialog.active_entity.name then
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print(State.dialog.active_entity.name, 120 - #State.dialog.active_entity.name * 2, 45, Config.colors.green)
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if Context.dialog.active_entity and Context.dialog.active_entity.name then
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print(Context.dialog.active_entity.name, 120 - #Context.dialog.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 wrapped_lines = UI.word_wrap(Context.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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@@ -512,8 +512,8 @@ function PopupState.draw()
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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.dialog.showing_description then
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UI.draw_menu(State.dialog.menu_items, State.dialog.selected_menu_item, 50, current_y + 2)
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if not Context.dialog.showing_description then
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UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_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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@@ -599,8 +599,8 @@ function SplashState.draw()
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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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Context.splash_timer = Context.splash_timer - 1
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if Context.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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@@ -610,20 +610,20 @@ end
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--------------------------------------------------------------------------------
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function IntroState.draw()
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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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print(Context.intro.text, x, Context.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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Context.intro.y = Context.intro.y - Context.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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for _ in string.gmatch(Context.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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if Context.intro.y < -lines * 8 then
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GameState.set_state(GAME_STATE_MENU)
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end
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@@ -638,14 +638,14 @@ end
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--------------------------------------------------------------------------------
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function MenuState.draw()
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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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UI.draw_menu(Context.menu_items, Context.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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Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.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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local selected_item = Context.menu_items[Context.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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@@ -656,7 +656,7 @@ end
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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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local currentScreenData = Context.screens[Context.current_screen]
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UI.draw_top_bar(currentScreenData.name)
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@@ -676,70 +676,70 @@ function GameState.draw()
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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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rect(Context.ground.x, Context.ground.y, Context.ground.w, Context.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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spr(Context.player.sprite_id, Context.player.x, Context.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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Context.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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Context.player.vx = Config.physics.move_speed
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else
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State.player.vx = 0
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Context.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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if Input.player_jump() and Context.player.jumps < Config.physics.max_jumps then
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Context.player.vy = Config.physics.jump_power
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Context.player.jumps = Context.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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Context.player.x = Context.player.x + Context.player.vx
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Context.player.y = Context.player.y + Context.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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if Context.player.x > Config.screen.width - Context.player.w then
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if Context.current_screen < #Context.screens then
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Context.current_screen = Context.current_screen + 1
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Context.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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Context.player.x = Config.screen.width - Context.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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elseif Context.player.x < 0 then
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if Context.current_screen > 1 then
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Context.current_screen = Context.current_screen - 1
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Context.player.x = Config.screen.width - Context.player.w
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else
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State.player.x = 0
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Context.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
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Context.player.vy = Context.player.vy + Config.physics.gravity
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local currentScreenData = State.screens[State.current_screen]
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local currentScreenData = Context.screens[Context.current_screen]
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-- Collision detection with platforms
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for _, p in ipairs(currentScreenData.platforms) do
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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
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State.player.y = p.y - State.player.h
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State.player.vy = 0
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State.player.jumps = 0
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if Context.player.vy > 0 and Context.player.y + Context.player.h >= p.y and Context.player.y + Context.player.h <= p.y + p.h and Context.player.x + Context.player.w > p.x and Context.player.x < p.x + p.w then
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Context.player.y = p.y - Context.player.h
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Context.player.vy = 0
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Context.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 State.player.y + State.player.h > State.ground.y then
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State.player.y = State.ground.y - State.player.h
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State.player.vy = 0
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State.player.jumps = 0
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if Context.player.y + Context.player.h > Context.ground.y then
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Context.player.y = Context.ground.y - Context.player.h
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Context.player.vy = 0
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Context.player.jumps = 0
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end
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-- Entity interaction
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@@ -747,7 +747,7 @@ function Player.update()
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local interaction_found = false
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-- NPC interaction
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for _, npc in ipairs(currentScreenData.npcs) do
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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
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if math.abs(Context.player.x - npc.x) < Config.physics.interaction_radius_npc and math.abs(Context.player.y - npc.y) < Config.physics.interaction_radius_npc then
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PopupState.show_menu_dialog(npc, {
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{label = "Talk to", action = NpcActions.talk_to},
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{label = "Fight", action = NpcActions.fight},
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@@ -761,7 +761,7 @@ function Player.update()
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if not interaction_found then
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-- Item interaction
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for _, item in ipairs(currentScreenData.items) do
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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
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if math.abs(Context.player.x - item.x) < Config.physics.interaction_radius_item and math.abs(Context.player.y - item.y) < Config.physics.interaction_radius_item then
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PopupState.show_menu_dialog(item, {
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{label = "Use", action = ItemActions.use},
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{label = "Look at", action = ItemActions.look_at},
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@@ -788,14 +788,14 @@ function GameState.update()
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end
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function GameState.set_state(new_state)
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State.game_state = new_state
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Context.game_state = new_state
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-- Add any state-specific initialization/cleanup here later if needed
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end
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function PopupState.set_dialog_node(node_key)
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local npc = State.dialog.active_entity
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local npc = Context.dialog.active_entity
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local node = npc.dialog[node_key]
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if not node then
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@@ -803,8 +803,8 @@ function PopupState.set_dialog_node(node_key)
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return
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end
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State.dialog.current_node_key = node_key
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State.dialog.text = node.text
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Context.dialog.current_node_key = node_key
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Context.dialog.text = node.text
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local menu_items = {}
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if node.options then
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@@ -826,24 +826,24 @@ function PopupState.set_dialog_node(node_key)
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})
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end
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State.dialog.menu_items = menu_items
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State.dialog.selected_menu_item = 1
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State.dialog.showing_description = false
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Context.dialog.menu_items = menu_items
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Context.dialog.selected_menu_item = 1
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Context.dialog.showing_description = false
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GameState.set_state(GAME_STATE_POPUP)
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end
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function PopupState.update()
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if State.dialog.showing_description then
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if Context.dialog.showing_description then
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if Input.menu_confirm() or Input.menu_back() then
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State.dialog.showing_description = false
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State.dialog.text = "" -- Clear the description text
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Context.dialog.showing_description = false
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Context.dialog.text = "" -- Clear the description text
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-- No need to change game_state, as it remains in GAME_STATE_POPUP or GAME_STATE_INVENTORY_ACTION
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end
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else
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State.dialog.selected_menu_item = UI.update_menu(State.dialog.menu_items, State.dialog.selected_menu_item)
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Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
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if Input.menu_confirm() then
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local selected_item = State.dialog.menu_items[State.dialog.selected_menu_item]
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local selected_item = Context.dialog.menu_items[Context.dialog.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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@@ -856,19 +856,19 @@ function PopupState.update()
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end
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function PopupState.show_menu_dialog(entity, menu_items, dialog_game_state)
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State.dialog.active_entity = entity
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State.dialog.text = "" -- Initial dialog text is empty, name is title
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Context.dialog.active_entity = entity
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Context.dialog.text = "" -- Initial dialog text is empty, name is title
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GameState.set_state(dialog_game_state or GAME_STATE_POPUP)
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State.dialog.showing_description = false
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State.dialog.menu_items = menu_items
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State.dialog.selected_menu_item = 1
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Context.dialog.showing_description = false
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Context.dialog.menu_items = menu_items
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Context.dialog.selected_menu_item = 1
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end
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|
||||
function PopupState.show_description_dialog(entity, description_text)
|
||||
State.dialog.active_entity = entity
|
||||
State.dialog.text = description_text
|
||||
Context.dialog.active_entity = entity
|
||||
Context.dialog.text = description_text
|
||||
GameState.set_state(GAME_STATE_POPUP)
|
||||
State.dialog.showing_description = true
|
||||
Context.dialog.showing_description = true
|
||||
-- No menu items needed for description dialog
|
||||
end
|
||||
|
||||
@@ -910,7 +910,7 @@ local STATE_HANDLERS = {
|
||||
|
||||
function TIC()
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[State.game_state]
|
||||
local handler = STATE_HANDLERS[Context.game_state]
|
||||
if handler then
|
||||
handler()
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user