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11 Commits
34340d9664
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master
| Author | SHA1 | Date | |
|---|---|---|---|
| 85ce2e0238 | |||
| 9460a2eb73 | |||
| ebf7799674 | |||
| ac0bcf4aa4 | |||
| 4907c9cadf | |||
| 45f2e746d6 | |||
| 8e8d181c34 | |||
| 5379e30cf3 | |||
| d3fb12703c | |||
| f9c539a854 | |||
| a777241d7a |
@@ -1,21 +1,20 @@
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environment: &environment
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GAME_NAME: mranderson
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GAME_LANG: lua
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steps:
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- name: version
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image: alpine
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commands:
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- 'apk add --no-cache make'
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- 'make ci-version'
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- name: build
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image: gitea.vps.teletype.hu/games/tic80pro:latest
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image: git.teletype.hu/internal/tic80pro:latest
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environment:
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<<: *environment
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XDG_RUNTIME_DIR: /tmp
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commands:
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- make build PROJECT=$GAME_NAME
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- make export PROJECT=$GAME_NAME
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- 'make ci-export'
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- name: artifact
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image: alpine
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environment:
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<<: *environment
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DROPAREA_HOST: vps.teletype.hu
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DROPAREA_PORT: 2223
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DROPAREA_TARGET_PATH: /home/drop
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@@ -23,17 +22,15 @@ steps:
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DROPAREA_SSH_PASSWORD:
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from_secret: droparea_ssh_password
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commands:
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- apk add --no-cache openssh-client sshpass
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- mkdir -p /root/.ssh
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- sshpass -p $DROPAREA_SSH_PASSWORD scp -o StrictHostKeyChecking=no -P $DROPAREA_PORT $GAME_NAME.$GAME_LANG $GAME_NAME.tic $GAME_NAME.html.zip $DROPAREA_USER@$DROPAREA_HOST:$DROPAREA_TARGET_PATH
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- 'apk add --no-cache make openssh-client sshpass'
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- 'make ci-upload'
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- name: update
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image: alpine
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environment:
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<<: *environment
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UPDATE_SERVER: https://games.vps.teletype.hu
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UPDATE_SECRET:
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from_secret: update_secret_key
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commands:
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- apk add --no-cache curl
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- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
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- 'apk add --no-cache make curl'
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- 'make ci-update'
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@@ -39,7 +39,7 @@ Based on the analysis of `mranderson.lua`, the following regularities and conven
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11. **`spr()` for Sprites:** Individual sprites should be rendered using the `spr()` function.
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12. **`map()` for Maps:** Tilemaps should be drawn using the `map()` function.
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13. **`print()` for Text:** Text display should utilize the `print()` function.
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13. **`Print.text()` for Text:** Text display should utilize the `Print.text()` function.
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## Code Style
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111
Makefile
111
Makefile
@@ -1,15 +1,8 @@
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# -----------------------------------------
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# Makefile – TIC-80 project builder
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# Usage:
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# make PROJECT=mranderson
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# make build PROJECT=mranderson
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# make watch PROJECT=mranderson
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# make export PROJECT=mranderson
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# -----------------------------------------
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ifndef PROJECT
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$(error Specify the project name: make PROJECT=name)
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endif
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PROJECT = mranderson
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ORDER = $(PROJECT).inc
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OUTPUT = $(PROJECT).lua
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@@ -19,28 +12,104 @@ OUTPUT_TIC = $(PROJECT).tic
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SRC_DIR = inc
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SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
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ASSETS_LUA = inc/meta/meta.assets.lua
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# CI/CD variables
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VERSION_FILE = .version
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GAME_LANG ?= lua
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DROPAREA_HOST ?= vps.teletype.hu
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DROPAREA_PORT ?= 2223
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DROPAREA_TARGET_PATH ?= /home/drop
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DROPAREA_USER ?= drop
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UPDATE_SERVER ?= https://games.vps.teletype.hu
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all: build
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build: $(OUTPUT)
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@echo "==> Build complete: $(OUTPUT)"
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$(OUTPUT): $(SRC) $(ORDER)
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@echo "==> Building $(OUTPUT)..."
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@rm -f $(OUTPUT)
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@while read f; do \
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cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
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echo "\n" >> $(OUTPUT); \
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echo "" >> $(OUTPUT); \
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done < $(ORDER)
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@echo "==> Done."
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export: $(OUTPUT)
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@echo "==> TIC-80 export..."
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tic80 --cli --skip --fs=. \
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--cmd="load $(OUTPUT) & save $(PROJECT) & export html $(PROJECT).html & exit"
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@echo "==> HTML ZIP: $(OUTPUT_ZIP)"
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@echo "==> TIC: $(OUTPUT_TIC)"
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export: build
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@if [ -z "$(VERSION)" ]; then \
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echo "ERROR: VERSION not set!"; \
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exit 1; \
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fi
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@echo "==> Exporting HTML for version $(VERSION)"
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@tic80 --cli --skip --fs=. \
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--cmd="load $(OUTPUT) & save $(PROJECT)-$(VERSION) & export html $(PROJECT)-$(VERSION).html & exit"
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@echo "==> Creating versioned files"
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@if [ -f "$(PROJECT)-$(VERSION).tic" ]; then \
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cp $(PROJECT)-$(VERSION).tic $(PROJECT).tic; \
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fi
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@if [ -f "$(PROJECT)-$(VERSION).html.zip" ]; then \
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cp $(PROJECT)-$(VERSION).html.zip $(PROJECT).html.zip; \
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fi
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@echo "==> Generated files:"
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@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
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watch:
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@echo "==> Watching project: $(PROJECT)"
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make build PROJECT=$(PROJECT)
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fswatch -o $(SRC_DIR) $(ORDER) | while read; do make build PROJECT=$(PROJECT); done
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make build
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fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
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import_assets:
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@for t in $(ASSET_TYPES); do \
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for f in $(ASSETS_DIR)/$$t/*.png; do \
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[ -e "$$f" ] || continue; \
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echo "==> Importing $$f as $$t..."; \
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tic80 --cli --skip --fs=. --cmd="import $$t $$f & exit"; \
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done; \
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done
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export_assets: build
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@echo "==> Exporting TIC-80 asset sections"
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@mkdir -p inc/meta
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@sed -n '/^-- <PALETTE>/,/^-- <\/PALETTE>/p;\
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/^-- <TILES>/,/^-- <\/TILES>/p;\
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/^-- <SPRITES>/,/^-- <\/SPRITES>/p;\
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/^-- <MAP>/,/^-- <\/MAP>/p;\
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/^-- <SFX>/,/^-- <\/SFX>/p;\
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/^-- <MUSIC>/,/^-- <\/MUSIC>/p' \
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$(OUTPUT) > $(ASSETS_LUA)
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clean:
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@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
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@echo "==> Cleaned build artifacts"
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# CI/CD Targets
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ci-version:
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@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
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BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
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if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
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VERSION=dev-$$VERSION-$$BRANCH; \
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fi; \
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echo "VERSION is: $$VERSION"; \
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echo $$VERSION > $(VERSION_FILE)
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ci-export:
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@VERSION=$$(cat $(VERSION_FILE)); \
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echo "==> Building and exporting version $$VERSION"; \
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$(MAKE) export VERSION=$$VERSION
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ci-upload:
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@VERSION=$$(cat $(VERSION_FILE)); \
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echo "==> Uploading artifacts for version $$VERSION"; \
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ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true; \
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cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
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FILE_LUA=$(PROJECT)-$$VERSION.lua; \
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FILE_TIC=$(PROJECT)-$$VERSION.tic; \
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FILE_HTML_ZIP=$(PROJECT)-$$VERSION.html.zip; \
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SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
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sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) $$FILE_LUA $$FILE_TIC $$FILE_HTML_ZIP $$SCP_TARGET
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ci-update:
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@VERSION=$$(cat $(VERSION_FILE)); \
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echo "==> Triggering update for version $$VERSION"; \
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curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
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.PHONY: all build export watch import_assets export_assets clean ci-version ci-export ci-upload ci-update
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@@ -1,5 +1,5 @@
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function Item.use()
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print("Used item: " .. Context.dialog.active_entity.name)
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Print.text("Used item: " .. Context.dialog.active_entity.name)
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GameWindow.set_state(WINDOW_INVENTORY)
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end
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function Item.look_at()
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@@ -24,7 +24,8 @@ local function clone_table(t)
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return copy
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end
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local function create_initial_context()
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-- This function returns a table containing only the initial *data* for Context
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local function get_initial_data()
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return {
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active_window = WINDOW_SPLASH,
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inventory = {},
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@@ -63,7 +64,6 @@ local function create_initial_context()
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selected_menu_item = 1,
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selected_inventory_item = 1,
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game_in_progress = false, -- New flag
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-- Screen data (deep copy to ensure new game resets correctly)
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screens = clone_table({
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{
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-- Screen 1
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@@ -460,22 +460,28 @@ local function create_initial_context()
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}
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end
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Context = create_initial_context()
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Context = {}
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local function reset_context_to_initial_state()
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local initial_state = create_initial_context()
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local initial_data = get_initial_data()
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||||
-- Clear existing keys from Context
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-- Clear existing data properties from Context (but not methods)
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for k in pairs(Context) do
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if type(Context[k]) ~= "function" then -- Only clear data, leave functions
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Context[k] = nil
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end
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end
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-- Copy all properties from initial_state to Context
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for k, v in pairs(initial_state) do
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-- Copy all initial data properties into Context
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for k, v in pairs(initial_data) do
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Context[k] = v
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end
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end
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-- Initially populate Context with data
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reset_context_to_initial_state()
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-- Now define the methods for Context
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function Context.new_game()
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reset_context_to_initial_state()
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Context.game_in_progress = true
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@@ -501,7 +507,7 @@ function Context.load_game()
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return
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end
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reset_context_to_initial_state()
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reset_context_to_initial_state() -- Reset data, preserve methods
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Context.player.x = mget(SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK) / 10
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Context.player.y = mget(SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK) / 10
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@@ -7,6 +7,7 @@ local InventoryWindow = {}
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local ConfigurationWindow = {}
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local UI = {}
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local Print = {}
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local Input = {}
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local NPC = {}
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local Item = {}
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@@ -1,7 +1,8 @@
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-- title: Mr Anderson's Adventure
|
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-- name: mranderson
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-- author: Zsolt Tasnadi
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-- desc: Life of a programmer in the Vector
|
||||
-- site: https://github.com/rastasi/mranderson
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-- site: https://games.teletype.hu
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-- license: MIT License
|
||||
-- version: 0.12
|
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-- version: 0.1
|
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-- script: lua
|
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|
||||
@@ -1,8 +1,25 @@
|
||||
function Input.up() return btnp(0) end
|
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function Input.down() return btnp(1) end
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function Input.left() return btn(2) end
|
||||
function Input.right() return btn(3) end
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function Input.player_jump() return btnp(4) end
|
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function Input.menu_confirm() return btnp(4) end
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function Input.player_interact() return btnp(5) end -- B button
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function Input.menu_back() return btnp(7) end
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-- Gamepad buttons
|
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local INPUT_KEY_UP = 0
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local INPUT_KEY_DOWN = 1
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local INPUT_KEY_LEFT = 2
|
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local INPUT_KEY_RIGHT = 3
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local INPUT_KEY_A = 4 -- Z key
|
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local INPUT_KEY_B = 5 -- X key
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local INPUT_KEY_X = 6 -- A key
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local INPUT_KEY_Y = 7 -- S key
|
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|
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-- Keyboard keys
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-- TODO: Find correct key codes for SPACE and LCTRL
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local INPUT_KEY_SPACE = 48
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local INPUT_KEY_BACKSPACE = 51
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local INPUT_KEY_ENTER = 50
|
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|
||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
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function Input.left() return btn(INPUT_KEY_LEFT) end
|
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function Input.right() return btn(INPUT_KEY_RIGHT) end
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function Input.player_jump() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
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function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
|
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function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
|
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function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
||||
|
||||
8
inc/system/system.print.lua
Normal file
8
inc/system/system.print.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
|
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function Print.text(text, x, y, color, fixed, scale)
|
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local shadow_color = Config.colors.black
|
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if color == shadow_color then shadow_color = Config.colors.light_grey end
|
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scale = scale or 1
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print(text, x + 1, y + 1, shadow_color, fixed, scale)
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print(text, x, y, color, fixed, scale)
|
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end
|
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@@ -1,6 +1,6 @@
|
||||
function UI.draw_top_bar(title)
|
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rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
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print(title, 3, 2, Config.colors.green)
|
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Print.text(title, 3, 2, Config.colors.green)
|
||||
end
|
||||
|
||||
function UI.draw_dialog()
|
||||
@@ -11,9 +11,9 @@ function UI.draw_menu(items, selected_item, x, y)
|
||||
for i, item in ipairs(items) do
|
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local current_y = y + (i-1)*10
|
||||
if i == selected_item then
|
||||
print(">", x - 8, current_y, Config.colors.green)
|
||||
Print.text(">", x - 8, current_y, Config.colors.green)
|
||||
end
|
||||
print(item.label, x, current_y, Config.colors.green)
|
||||
Print.text(item.label, x, current_y, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -50,28 +50,28 @@ function ConfigurationWindow.draw()
|
||||
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
print("<", x_start -8, current_y, color)
|
||||
print(label_text, x_start, current_y, color) -- Shift label due to '<'
|
||||
print(value_text, value_x, current_y, color)
|
||||
print(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
|
||||
Print.text("<", x_start -8, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
|
||||
Print.text(value_text, value_x, current_y, color)
|
||||
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
|
||||
else
|
||||
print(label_text, x_start, current_y, color)
|
||||
print(value_text, value_x, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
Print.text(value_text, value_x, current_y, color)
|
||||
end
|
||||
elseif control.type == "action_item" then
|
||||
local label_text = control.label
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
print("<", x_start -8, current_y, color)
|
||||
print(label_text, x_start, current_y, color)
|
||||
print(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
|
||||
Print.text("<", x_start -8, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
|
||||
else
|
||||
print(label_text, x_start, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
print("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
end
|
||||
|
||||
function ConfigurationWindow.update()
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
function IntroWindow.draw()
|
||||
local x = (Config.screen.width - 132) / 2 -- Centered text
|
||||
print(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
||||
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
||||
end
|
||||
|
||||
function IntroWindow.update()
|
||||
|
||||
@@ -2,15 +2,15 @@ function InventoryWindow.draw()
|
||||
UI.draw_top_bar("Inventory")
|
||||
|
||||
if #Context.inventory == 0 then
|
||||
print("Inventory is empty.", 70, 70, Config.colors.light_grey)
|
||||
Print.text("Inventory is empty.", 70, 70, Config.colors.light_grey)
|
||||
else
|
||||
for i, item in ipairs(Context.inventory) do
|
||||
local color = Config.colors.light_grey
|
||||
if i == Context.selected_inventory_item then
|
||||
color = Config.colors.green
|
||||
print(">", 60, 20 + i * 10, color)
|
||||
Print.text(">", 60, 20 + i * 10, color)
|
||||
end
|
||||
print(item.name, 70, 20 + i * 10, color)
|
||||
Print.text(item.name, 70, 20 + i * 10, color)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -28,6 +28,10 @@ function MenuWindow.save_game()
|
||||
Context.save_game() -- This function will be created in Context
|
||||
end
|
||||
|
||||
function MenuWindow.resume_game()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function MenuWindow.exit()
|
||||
exit()
|
||||
end
|
||||
@@ -38,17 +42,18 @@ function MenuWindow.configuration()
|
||||
end
|
||||
|
||||
function MenuWindow.refresh_menu_items()
|
||||
Context.menu_items = {
|
||||
{label = "New Game", action = MenuWindow.new_game},
|
||||
{label = "Load Game", action = MenuWindow.load_game},
|
||||
}
|
||||
Context.menu_items = {} -- Start with an empty table
|
||||
|
||||
if Context.game_in_progress then
|
||||
table.insert(Context.menu_items, {label = "Resume Game", action = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", action = MenuWindow.save_game})
|
||||
end
|
||||
|
||||
table.insert(Context.menu_items, {label = "New Game", action = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", action = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", action = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Exit", action = MenuWindow.exit})
|
||||
|
||||
Context.selected_menu_item = 1 -- Reset selection after refreshing
|
||||
end
|
||||
|
||||
|
||||
@@ -82,14 +82,14 @@ function PopupWindow.draw()
|
||||
|
||||
-- Display the entity's name as the dialog title
|
||||
if Context.dialog.active_entity and Context.dialog.active_entity.name then
|
||||
print(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
|
||||
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
|
||||
end
|
||||
|
||||
-- Display the dialog content (description for "look at", or initial name/dialog for others)
|
||||
local wrapped_lines = UI.word_wrap(Context.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)
|
||||
Print.text(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
|
||||
|
||||
@@ -97,6 +97,6 @@ function PopupWindow.draw()
|
||||
if not Context.dialog.showing_description then
|
||||
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
|
||||
else
|
||||
print("[A] Go Back", 50, current_y + 10, Config.colors.green)
|
||||
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
function SplashWindow.draw()
|
||||
print("Mr. Anderson's", 78, 60, Config.colors.green)
|
||||
print("Addventure", 90, 70, Config.colors.green)
|
||||
Print.text("Mr. Anderson's", 78, 60, Config.colors.green)
|
||||
Print.text("Addventure", 90, 70, Config.colors.green)
|
||||
end
|
||||
|
||||
function SplashWindow.update()
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
meta/meta.header.lua
|
||||
init/init.modules.lua
|
||||
init/init.config.lua
|
||||
init/init.windows.lua
|
||||
init/init.modules.lua
|
||||
init/init.context.lua
|
||||
system/system.print.lua
|
||||
entity/entity.npc.lua
|
||||
entity/entity.item.lua
|
||||
entity/entity.player.lua
|
||||
|
||||
Reference in New Issue
Block a user