look at
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119
mranderson.lua
119
mranderson.lua
@@ -3,7 +3,7 @@
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-- desc: Life of a programmer in the Vector
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-- site: http://teletype.hu
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-- license: MIT License
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-- version: 0.6
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-- version: 0.7
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-- script: lua
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--------------------------------------------------------------------------------
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@@ -114,7 +114,7 @@ local State = {
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{x = 90, y = 102, name = "Oracle", sprite_id = 3}
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},
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items = {
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{x = 100, y = 128, w=8, h=8, name = "Key", sprite_id = 4}
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{x = 100, y = 128, w=8, h=8, name = "Key", sprite_id = 4, desc = "A rusty old key. It might open something."}
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}
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},
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{ -- Screen 2
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@@ -129,7 +129,7 @@ local State = {
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{x = 40, y = 92, name = "Tank", sprite_id = 6}
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},
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items = {
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{x = 180, y = 52, w=8, h=8, name = "Potion", sprite_id = 7}
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{x = 180, y = 52, w=8, h=8, name = "Potion", sprite_id = 7, desc = "A glowing red potion. It looks potent."}
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}
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},
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{ -- Screen 3
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@@ -176,13 +176,14 @@ function Inventory.update()
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if Input.action() and #State.inventory > 0 then
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local selected_item = State.inventory[State.selected_inventory_item]
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State.active_entity = selected_item
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State.dialog_text = selected_item.name
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State.dialog_text = ""
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State.game_state = GAME_STATE_INVENTORY_ACTION
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State.showing_description = false
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State.dialog_menu_items = {
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{label = "Use", action = ItemActions.use},
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{label = "Drop", action = ItemActions.drop},
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{label = "Look at", action = ItemActions.look_at},
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{label = "Goodbye", action = ItemActions.inventory_goodbye}
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{label = "Go back", action = ItemActions.go_back_from_inventory_action}
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}
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State.selected_dialog_menu_item = 1
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end
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@@ -221,7 +222,7 @@ State.menu_items = {
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--------------------------------------------------------------------------------
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function NpcActions.talk_to() end
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function NpcActions.fight() end
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function NpcActions.goodbye()
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function NpcActions.go_back()
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State.game_state = GAME_STATE_GAME
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end
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@@ -233,8 +234,8 @@ function ItemActions.use()
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State.game_state = GAME_STATE_INVENTORY
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end
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function ItemActions.look_at()
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print("Looked at item: " .. State.active_entity.name)
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State.game_state = GAME_STATE_INVENTORY
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State.dialog_text = State.active_entity.desc
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State.showing_description = true
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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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@@ -252,12 +253,12 @@ function ItemActions.put_away()
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-- Go back to game
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State.game_state = GAME_STATE_GAME
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end
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function ItemActions.goodbye()
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function ItemActions.go_back_from_item_dialog()
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State.game_state = GAME_STATE_GAME
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end
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function ItemActions.inventory_goodbye()
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State.game_state = GAME_STATE_INVENTORY
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function ItemActions.go_back_from_inventory_action()
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State.game_state = GAME_STATE_GAME
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end
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function ItemActions.drop()
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@@ -303,8 +304,28 @@ end
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function UI.draw_dialog()
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rect(40, 40, 160, 80, Config.colors.black)
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rectb(40, 40, 160, 80, Config.colors.green)
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print(State.dialog_text, 120 - #State.dialog_text * 2, 45, Config.colors.light_grey)
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UI.draw_menu(State.dialog_menu_items, State.selected_dialog_menu_item, 50, 60)
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-- Display the entity's name as the dialog title
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print(State.active_entity.name, 120 - #State.active_entity.name * 2, 45, Config.colors.green)
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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 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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current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
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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.showing_description then
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UI.draw_menu(State.dialog_menu_items, State.selected_dialog_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.action() or Input.back() to close
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-- Or we can add a specific "Back" option here.
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-- Let's add a "Back" option for explicit return from description.
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print("[A] Go Back", 50, current_y + 10, Config.colors.green)
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end
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end
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function UI.draw_menu(items, selected_item, x, y)
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@@ -332,6 +353,42 @@ function UI.update_menu(items, selected_item)
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return selected_item
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end
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function UI.word_wrap(text, max_chars_per_line)
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local lines = {}
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local current_line = ""
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local words = {}
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-- Split text into words, handling spaces and newlines
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for word in text:gmatch("%S+") do
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table.insert(words, word)
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end
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local i = 1
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while i <= #words do
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local word = words[i]
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-- Check if adding the word to the current line exceeds max_chars_per_line
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if #current_line == 0 then
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-- If the current line is empty, just add the word
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current_line = word
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elseif #current_line + 1 + #word <= max_chars_per_line then
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-- If the word fits, add it with a space
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current_line = current_line .. " " .. word
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else
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-- If it doesn't fit, start a new line
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table.insert(lines, current_line)
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current_line = word
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end
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i = i + 1
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end
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-- Add the last line if it's not empty
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if #current_line > 0 then
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table.insert(lines, current_line)
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end
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return lines
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end
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--------------------------------------------------------------------------------
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-- Splash Module
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--------------------------------------------------------------------------------
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@@ -491,12 +548,13 @@ function Game.update()
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for _, npc in ipairs(currentScreenData.npcs) do
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if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then
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State.active_entity = npc
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State.dialog_text = npc.name
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State.dialog_text = ""
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State.game_state = GAME_STATE_DIALOG
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State.showing_description = false
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State.dialog_menu_items = {
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{label = "Talk to", action = NpcActions.talk_to},
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{label = "Fight", action = NpcActions.fight},
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{label = "Goodbye", action = NpcActions.goodbye}
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{label = "Go back", action = NpcActions.go_back}
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}
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State.selected_dialog_menu_item = 1
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interaction_found = true
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@@ -509,13 +567,14 @@ function Game.update()
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for _, item in ipairs(currentScreenData.items) do
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if math.abs(State.player.x - item.x) < 8 and math.abs(State.player.y - item.y) < 8 then
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State.active_entity = item
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State.dialog_text = item.name
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State.dialog_text = ""
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State.game_state = GAME_STATE_DIALOG
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State.showing_description = false
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State.dialog_menu_items = {
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{label = "Use", action = ItemActions.use},
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{label = "Look at", action = ItemActions.look_at},
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{label = "Put away", action = ItemActions.put_away},
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{label = "Goodbye", action = ItemActions.goodbye}
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{label = "Go back", action = ItemActions.go_back_from_item_dialog}
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}
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State.selected_dialog_menu_item = 1
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interaction_found = true
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@@ -532,17 +591,25 @@ function Game.update()
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end
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function Game.update_dialog()
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State.selected_dialog_menu_item = UI.update_menu(State.dialog_menu_items, State.selected_dialog_menu_item)
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if Input.action() then
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local selected_item = State.dialog_menu_items[State.selected_dialog_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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if State.showing_description then
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if Input.action() or Input.back() then
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State.showing_description = false
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State.dialog_text = "" -- Clear the description text
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-- No need to change game_state, as it remains in GAME_STATE_DIALOG or GAME_STATE_INVENTORY_ACTION
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end
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end
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else
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State.selected_dialog_menu_item = UI.update_menu(State.dialog_menu_items, State.selected_dialog_menu_item)
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if Input.back() then
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State.game_state = GAME_STATE_GAME
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if Input.action() then
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local selected_item = State.dialog_menu_items[State.selected_dialog_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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end
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if Input.back() then
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State.game_state = GAME_STATE_GAME
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end
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end
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end
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