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This commit is contained in:
2025-12-09 07:32:34 +01:00
parent 94a33e6e40
commit db99ea3b9a

View File

@@ -3,7 +3,7 @@
-- desc: Life of a programmer in the Vector
-- site: http://teletype.hu
-- license: MIT License
-- version: 0.6
-- version: 0.7
-- script: lua
--------------------------------------------------------------------------------
@@ -114,7 +114,7 @@ local State = {
{x = 90, y = 102, name = "Oracle", sprite_id = 3}
},
items = {
{x = 100, y = 128, w=8, h=8, name = "Key", sprite_id = 4}
{x = 100, y = 128, w=8, h=8, name = "Key", sprite_id = 4, desc = "A rusty old key. It might open something."}
}
},
{ -- Screen 2
@@ -129,7 +129,7 @@ local State = {
{x = 40, y = 92, name = "Tank", sprite_id = 6}
},
items = {
{x = 180, y = 52, w=8, h=8, name = "Potion", sprite_id = 7}
{x = 180, y = 52, w=8, h=8, name = "Potion", sprite_id = 7, desc = "A glowing red potion. It looks potent."}
}
},
{ -- Screen 3
@@ -176,13 +176,14 @@ function Inventory.update()
if Input.action() and #State.inventory > 0 then
local selected_item = State.inventory[State.selected_inventory_item]
State.active_entity = selected_item
State.dialog_text = selected_item.name
State.dialog_text = ""
State.game_state = GAME_STATE_INVENTORY_ACTION
State.showing_description = false
State.dialog_menu_items = {
{label = "Use", action = ItemActions.use},
{label = "Drop", action = ItemActions.drop},
{label = "Look at", action = ItemActions.look_at},
{label = "Goodbye", action = ItemActions.inventory_goodbye}
{label = "Go back", action = ItemActions.go_back_from_inventory_action}
}
State.selected_dialog_menu_item = 1
end
@@ -221,7 +222,7 @@ State.menu_items = {
--------------------------------------------------------------------------------
function NpcActions.talk_to() end
function NpcActions.fight() end
function NpcActions.goodbye()
function NpcActions.go_back()
State.game_state = GAME_STATE_GAME
end
@@ -233,8 +234,8 @@ function ItemActions.use()
State.game_state = GAME_STATE_INVENTORY
end
function ItemActions.look_at()
print("Looked at item: " .. State.active_entity.name)
State.game_state = GAME_STATE_INVENTORY
State.dialog_text = State.active_entity.desc
State.showing_description = true
end
function ItemActions.put_away()
-- Add item to inventory
@@ -252,12 +253,12 @@ function ItemActions.put_away()
-- Go back to game
State.game_state = GAME_STATE_GAME
end
function ItemActions.goodbye()
function ItemActions.go_back_from_item_dialog()
State.game_state = GAME_STATE_GAME
end
function ItemActions.inventory_goodbye()
State.game_state = GAME_STATE_INVENTORY
function ItemActions.go_back_from_inventory_action()
State.game_state = GAME_STATE_GAME
end
function ItemActions.drop()
@@ -303,8 +304,28 @@ end
function UI.draw_dialog()
rect(40, 40, 160, 80, Config.colors.black)
rectb(40, 40, 160, 80, Config.colors.green)
print(State.dialog_text, 120 - #State.dialog_text * 2, 45, Config.colors.light_grey)
UI.draw_menu(State.dialog_menu_items, State.selected_dialog_menu_item, 50, 60)
-- Display the entity's name as the dialog title
print(State.active_entity.name, 120 - #State.active_entity.name * 2, 45, Config.colors.green)
-- Display the dialog content (description for "look at", or initial name/dialog for others)
local wrapped_lines = UI.word_wrap(State.dialog_text, 25) -- Max 25 chars per line
local current_y = 55 -- Starting Y position for the first line of content
for _, line in ipairs(wrapped_lines) do
print(line, 50, current_y, Config.colors.light_grey)
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
end
-- Adjust menu position based on the number of wrapped lines
if not State.showing_description then
UI.draw_menu(State.dialog_menu_items, State.selected_dialog_menu_item, 50, current_y + 2)
else
-- If description is showing, provide a "Go back" option automatically, or close dialog on action
-- For now, let's just make it implicitly wait for Input.action() or Input.back() to close
-- Or we can add a specific "Back" option here.
-- Let's add a "Back" option for explicit return from description.
print("[A] Go Back", 50, current_y + 10, Config.colors.green)
end
end
function UI.draw_menu(items, selected_item, x, y)
@@ -332,6 +353,42 @@ function UI.update_menu(items, selected_item)
return selected_item
end
function UI.word_wrap(text, max_chars_per_line)
local lines = {}
local current_line = ""
local words = {}
-- Split text into words, handling spaces and newlines
for word in text:gmatch("%S+") do
table.insert(words, word)
end
local i = 1
while i <= #words do
local word = words[i]
-- Check if adding the word to the current line exceeds max_chars_per_line
if #current_line == 0 then
-- If the current line is empty, just add the word
current_line = word
elseif #current_line + 1 + #word <= max_chars_per_line then
-- If the word fits, add it with a space
current_line = current_line .. " " .. word
else
-- If it doesn't fit, start a new line
table.insert(lines, current_line)
current_line = word
end
i = i + 1
end
-- Add the last line if it's not empty
if #current_line > 0 then
table.insert(lines, current_line)
end
return lines
end
--------------------------------------------------------------------------------
-- Splash Module
--------------------------------------------------------------------------------
@@ -491,12 +548,13 @@ function Game.update()
for _, npc in ipairs(currentScreenData.npcs) do
if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then
State.active_entity = npc
State.dialog_text = npc.name
State.dialog_text = ""
State.game_state = GAME_STATE_DIALOG
State.showing_description = false
State.dialog_menu_items = {
{label = "Talk to", action = NpcActions.talk_to},
{label = "Fight", action = NpcActions.fight},
{label = "Goodbye", action = NpcActions.goodbye}
{label = "Go back", action = NpcActions.go_back}
}
State.selected_dialog_menu_item = 1
interaction_found = true
@@ -509,13 +567,14 @@ function Game.update()
for _, item in ipairs(currentScreenData.items) do
if math.abs(State.player.x - item.x) < 8 and math.abs(State.player.y - item.y) < 8 then
State.active_entity = item
State.dialog_text = item.name
State.dialog_text = ""
State.game_state = GAME_STATE_DIALOG
State.showing_description = false
State.dialog_menu_items = {
{label = "Use", action = ItemActions.use},
{label = "Look at", action = ItemActions.look_at},
{label = "Put away", action = ItemActions.put_away},
{label = "Goodbye", action = ItemActions.goodbye}
{label = "Go back", action = ItemActions.go_back_from_item_dialog}
}
State.selected_dialog_menu_item = 1
interaction_found = true
@@ -532,6 +591,13 @@ function Game.update()
end
function Game.update_dialog()
if State.showing_description then
if Input.action() or Input.back() then
State.showing_description = false
State.dialog_text = "" -- Clear the description text
-- No need to change game_state, as it remains in GAME_STATE_DIALOG or GAME_STATE_INVENTORY_ACTION
end
else
State.selected_dialog_menu_item = UI.update_menu(State.dialog_menu_items, State.selected_dialog_menu_item)
if Input.action() then
@@ -544,6 +610,7 @@ function Game.update_dialog()
if Input.back() then
State.game_state = GAME_STATE_GAME
end
end
end
--------------------------------------------------------------------------------