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master
| Author | SHA1 | Date | |
|---|---|---|---|
| 85ce2e0238 | |||
| 9460a2eb73 | |||
| ebf7799674 | |||
| ac0bcf4aa4 | |||
| 4907c9cadf | |||
| 45f2e746d6 | |||
| 8e8d181c34 | |||
| 5379e30cf3 | |||
| d3fb12703c | |||
| f9c539a854 | |||
| a777241d7a | |||
| 34340d9664 | |||
| 6a39128962 | |||
| 1913d7d7d4 | |||
| 755b648280 | |||
| 4d3349720c |
@@ -1,21 +1,20 @@
|
||||
environment: &environment
|
||||
GAME_NAME: mranderson
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||||
GAME_LANG: lua
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||||
|
||||
steps:
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||||
- name: version
|
||||
image: alpine
|
||||
commands:
|
||||
- 'apk add --no-cache make'
|
||||
- 'make ci-version'
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||||
|
||||
- name: build
|
||||
image: gitea.vps.teletype.hu/games/tic80pro:latest
|
||||
image: git.teletype.hu/internal/tic80pro:latest
|
||||
environment:
|
||||
<<: *environment
|
||||
XDG_RUNTIME_DIR: /tmp
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||||
commands:
|
||||
- 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
|
||||
image: alpine
|
||||
environment:
|
||||
<<: *environment
|
||||
DROPAREA_HOST: vps.teletype.hu
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||||
DROPAREA_PORT: 2223
|
||||
DROPAREA_TARGET_PATH: /home/drop
|
||||
@@ -23,17 +22,15 @@ steps:
|
||||
DROPAREA_SSH_PASSWORD:
|
||||
from_secret: droparea_ssh_password
|
||||
commands:
|
||||
- apk add --no-cache openssh-client sshpass
|
||||
- mkdir -p /root/.ssh
|
||||
- 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:$DROPAREA_TARGET_PATH
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||||
- 'apk add --no-cache make openssh-client sshpass'
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||||
- 'make ci-upload'
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||||
|
||||
- name: update
|
||||
image: alpine
|
||||
environment:
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||||
<<: *environment
|
||||
UPDATE_SERVER: https://games.vps.teletype.hu
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||||
UPDATE_SECRET:
|
||||
from_secret: update_secret_key
|
||||
commands:
|
||||
- apk add --no-cache curl
|
||||
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
|
||||
- 'apk add --no-cache make curl'
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||||
- 'make ci-update'
|
||||
@@ -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.
|
||||
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.
|
||||
13. **`Print.text()` for Text:** Text display should utilize the `Print.text()` function.
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|
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## Code Style
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||||
|
||||
|
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112
Makefile
112
Makefile
@@ -1,15 +1,8 @@
|
||||
# -----------------------------------------
|
||||
# Makefile – TIC-80 project builder
|
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# Usage:
|
||||
# make PROJECT=mranderson
|
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# make build PROJECT=mranderson
|
||||
# make watch PROJECT=mranderson
|
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# make export PROJECT=mranderson
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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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|
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ORDER = $(PROJECT).inc
|
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OUTPUT = $(PROJECT).lua
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||||
@@ -19,29 +12,104 @@ OUTPUT_TIC = $(PROJECT).tic
|
||||
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
|
||||
|
||||
# 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
|
||||
UPDATE_SERVER ?= https://games.vps.teletype.hu
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|
||||
all: build
|
||||
|
||||
build: $(OUTPUT)
|
||||
@echo "==> Build complete: $(OUTPUT)"
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||||
|
||||
$(OUTPUT): $(SRC) $(ORDER)
|
||||
@echo "==> Building $(OUTPUT)..."
|
||||
@rm -f $(OUTPUT)
|
||||
@while read f; do \
|
||||
echo "-- FILE: $$f" >> $(OUTPUT); \
|
||||
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
|
||||
echo "\n" >> $(OUTPUT); \
|
||||
echo "" >> $(OUTPUT); \
|
||||
done < $(ORDER)
|
||||
@echo "==> Done."
|
||||
|
||||
export: $(OUTPUT)
|
||||
@echo "==> TIC-80 export..."
|
||||
tic80 --cli --skip --fs=. \
|
||||
--cmd="load $(OUTPUT) & save $(PROJECT) & export html $(PROJECT).html & exit"
|
||||
@echo "==> HTML ZIP: $(OUTPUT_ZIP)"
|
||||
@echo "==> TIC: $(OUTPUT_TIC)"
|
||||
export: build
|
||||
@if [ -z "$(VERSION)" ]; then \
|
||||
echo "ERROR: VERSION not set!"; \
|
||||
exit 1; \
|
||||
fi
|
||||
@echo "==> Exporting HTML for version $(VERSION)"
|
||||
@tic80 --cli --skip --fs=. \
|
||||
--cmd="load $(OUTPUT) & save $(PROJECT)-$(VERSION) & export html $(PROJECT)-$(VERSION).html & exit"
|
||||
@echo "==> Creating versioned files"
|
||||
@if [ -f "$(PROJECT)-$(VERSION).tic" ]; then \
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||||
cp $(PROJECT)-$(VERSION).tic $(PROJECT).tic; \
|
||||
fi
|
||||
@if [ -f "$(PROJECT)-$(VERSION).html.zip" ]; then \
|
||||
cp $(PROJECT)-$(VERSION).html.zip $(PROJECT).html.zip; \
|
||||
fi
|
||||
@echo "==> Generated files:"
|
||||
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
|
||||
|
||||
watch:
|
||||
@echo "==> Watching project: $(PROJECT)"
|
||||
make build PROJECT=$(PROJECT)
|
||||
fswatch -o $(SRC_DIR) $(ORDER) | while read; do make build PROJECT=$(PROJECT); done
|
||||
make build
|
||||
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
|
||||
|
||||
import_assets:
|
||||
@for t in $(ASSET_TYPES); do \
|
||||
for f in $(ASSETS_DIR)/$$t/*.png; do \
|
||||
[ -e "$$f" ] || continue; \
|
||||
echo "==> Importing $$f as $$t..."; \
|
||||
tic80 --cli --skip --fs=. --cmd="import $$t $$f & exit"; \
|
||||
done; \
|
||||
done
|
||||
|
||||
export_assets: build
|
||||
@echo "==> Exporting TIC-80 asset sections"
|
||||
@mkdir -p inc/meta
|
||||
@sed -n '/^-- <PALETTE>/,/^-- <\/PALETTE>/p;\
|
||||
/^-- <TILES>/,/^-- <\/TILES>/p;\
|
||||
/^-- <SPRITES>/,/^-- <\/SPRITES>/p;\
|
||||
/^-- <MAP>/,/^-- <\/MAP>/p;\
|
||||
/^-- <SFX>/,/^-- <\/SFX>/p;\
|
||||
/^-- <MUSIC>/,/^-- <\/MUSIC>/p' \
|
||||
$(OUTPUT) > $(ASSETS_LUA)
|
||||
|
||||
clean:
|
||||
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
|
||||
@echo "==> Cleaned build artifacts"
|
||||
|
||||
# CI/CD Targets
|
||||
ci-version:
|
||||
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
|
||||
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
|
||||
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
|
||||
VERSION=dev-$$VERSION-$$BRANCH; \
|
||||
fi; \
|
||||
echo "VERSION is: $$VERSION"; \
|
||||
echo $$VERSION > $(VERSION_FILE)
|
||||
|
||||
ci-export:
|
||||
@VERSION=$$(cat $(VERSION_FILE)); \
|
||||
echo "==> Building and exporting version $$VERSION"; \
|
||||
$(MAKE) export VERSION=$$VERSION
|
||||
|
||||
ci-upload:
|
||||
@VERSION=$$(cat $(VERSION_FILE)); \
|
||||
echo "==> Uploading artifacts for version $$VERSION"; \
|
||||
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true; \
|
||||
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
|
||||
FILE_LUA=$(PROJECT)-$$VERSION.lua; \
|
||||
FILE_TIC=$(PROJECT)-$$VERSION.tic; \
|
||||
FILE_HTML_ZIP=$(PROJECT)-$$VERSION.html.zip; \
|
||||
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
|
||||
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) $$FILE_LUA $$FILE_TIC $$FILE_HTML_ZIP $$SCP_TARGET
|
||||
|
||||
ci-update:
|
||||
@VERSION=$$(cat $(VERSION_FILE)); \
|
||||
echo "==> Triggering update for version $$VERSION"; \
|
||||
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
|
||||
|
||||
.PHONY: all build export watch import_assets export_assets clean ci-version ci-export ci-upload ci-update
|
||||
|
||||
|
||||
@@ -1,23 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Menu Actions
|
||||
--------------------------------------------------------------------------------
|
||||
function MenuActions.play()
|
||||
-- Reset player state and screen for a new game
|
||||
Context.player.x = Config.player.start_x
|
||||
Context.player.y = Config.player.start_y
|
||||
Context.player.vx = 0
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
Context.current_screen = 1
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function MenuActions.exit()
|
||||
exit()
|
||||
end
|
||||
|
||||
-- Initialize menu items after actions are defined
|
||||
Context.menu_items = {
|
||||
{label = "Play", action = MenuActions.play},
|
||||
{label = "Exit", action = MenuActions.exit}
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- NPC Actions
|
||||
--------------------------------------------------------------------------------
|
||||
function NpcActions.talk_to()
|
||||
local npc = Context.dialog.active_entity
|
||||
if npc.dialog and npc.dialog.start then
|
||||
PopupWindow.set_dialog_node("start")
|
||||
else
|
||||
-- if no dialog, go back
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
end
|
||||
function NpcActions.fight() end
|
||||
function NpcActions.go_back()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
@@ -1,14 +1,11 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Item Actions
|
||||
--------------------------------------------------------------------------------
|
||||
function ItemActions.use()
|
||||
print("Used item: " .. Context.dialog.active_entity.name)
|
||||
function Item.use()
|
||||
Print.text("Used item: " .. Context.dialog.active_entity.name)
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
function ItemActions.look_at()
|
||||
function Item.look_at()
|
||||
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
|
||||
end
|
||||
function ItemActions.put_away()
|
||||
function Item.put_away()
|
||||
-- Add item to inventory
|
||||
table.insert(Context.inventory, Context.dialog.active_entity)
|
||||
|
||||
@@ -24,15 +21,15 @@ function ItemActions.put_away()
|
||||
-- Go back to game
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
function ItemActions.go_back_from_item_dialog()
|
||||
function Item.go_back_from_item_dialog()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function ItemActions.go_back_from_inventory_action()
|
||||
function Item.go_back_from_inventory_action()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function ItemActions.drop()
|
||||
function Item.drop()
|
||||
-- Remove item from inventory
|
||||
for i, item in ipairs(Context.inventory) do
|
||||
if item == Context.dialog.active_entity then
|
||||
13
inc/entity/entity.npc.lua
Normal file
13
inc/entity/entity.npc.lua
Normal file
@@ -0,0 +1,13 @@
|
||||
function NPC.talk_to()
|
||||
local npc = Context.dialog.active_entity
|
||||
if npc.dialog and npc.dialog.start then
|
||||
PopupWindow.set_dialog_node("start")
|
||||
else
|
||||
-- if no dialog, go back
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
end
|
||||
function NPC.fight() end
|
||||
function NPC.go_back()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
@@ -65,9 +65,9 @@ function Player.update()
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
|
||||
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
|
||||
PopupWindow.show_menu_dialog(npc, {
|
||||
{label = "Talk to", action = NpcActions.talk_to},
|
||||
{label = "Fight", action = NpcActions.fight},
|
||||
{label = "Go back", action = NpcActions.go_back}
|
||||
{label = "Talk to", action = NPC.talk_to},
|
||||
{label = "Fight", action = NPC.fight},
|
||||
{label = "Go back", action = NPC.go_back}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
@@ -79,10 +79,10 @@ function Player.update()
|
||||
for _, item in ipairs(currentScreenData.items) do
|
||||
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
|
||||
PopupWindow.show_menu_dialog(item, {
|
||||
{label = "Use", action = ItemActions.use},
|
||||
{label = "Look at", action = ItemActions.look_at},
|
||||
{label = "Put away", action = ItemActions.put_away},
|
||||
{label = "Go back", action = ItemActions.go_back_from_item_dialog}
|
||||
{label = "Use", action = Item.use},
|
||||
{label = "Look at", action = Item.look_at},
|
||||
{label = "Put away", action = Item.put_away},
|
||||
{label = "Go back", action = Item.go_back_from_item_dialog}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
@@ -1,35 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Game Configuration
|
||||
--------------------------------------------------------------------------------
|
||||
local Config = {
|
||||
screen = {
|
||||
width = 240,
|
||||
height = 136
|
||||
},
|
||||
colors = {
|
||||
black = 0,
|
||||
light_grey = 13,
|
||||
dark_grey = 14,
|
||||
green = 6,
|
||||
npc = 8,
|
||||
item = 12 -- yellow
|
||||
},
|
||||
player = {
|
||||
w = 8,
|
||||
h = 8,
|
||||
start_x = 120,
|
||||
start_y = 128,
|
||||
sprite_id = 1
|
||||
},
|
||||
physics = {
|
||||
gravity = 0.5,
|
||||
jump_power = -5,
|
||||
move_speed = 1.5,
|
||||
max_jumps = 2,
|
||||
interaction_radius_npc = 12, -- New constant
|
||||
interaction_radius_item = 8 -- New constant
|
||||
},
|
||||
timing = {
|
||||
splash_duration = 120 -- 2 seconds at 60fps
|
||||
}
|
||||
}
|
||||
@@ -1,435 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Game Window
|
||||
--------------------------------------------------------------------------------
|
||||
local Context = {
|
||||
active_window = WINDOW_SPLASH,
|
||||
inventory = {},
|
||||
intro = {
|
||||
y = Config.screen.height,
|
||||
speed = 0.5,
|
||||
text = "Mr. Anderson is an average\nprogrammer. His daily life\nrevolves around debugging,\npull requests, and end-of-sprint\nmeetings, all while secretly\ndreaming of being destined\nfor something more."
|
||||
},
|
||||
current_screen = 1,
|
||||
splash_timer = Config.timing.splash_duration,
|
||||
dialog = {
|
||||
text = "",
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
active_entity = nil,
|
||||
showing_description = false,
|
||||
current_node_key = nil
|
||||
},
|
||||
player = {
|
||||
x = Config.player.start_x,
|
||||
y = Config.player.start_y,
|
||||
w = Config.player.w,
|
||||
h = Config.player.h,
|
||||
vx = 0,
|
||||
vy = 0,
|
||||
jumps = 0,
|
||||
sprite_id = Config.player.sprite_id
|
||||
},
|
||||
ground = {
|
||||
x = 0,
|
||||
y = Config.screen.height,
|
||||
w = Config.screen.width,
|
||||
h = 8
|
||||
},
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
selected_inventory_item = 1,
|
||||
-- Screen data
|
||||
screens = {
|
||||
{
|
||||
-- Screen 1
|
||||
name = "Screen 1",
|
||||
platforms = {
|
||||
{
|
||||
x = 80,
|
||||
y = 110,
|
||||
w = 40,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 160,
|
||||
y = 90,
|
||||
w = 40,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 180,
|
||||
y = 82,
|
||||
name = "Trinity",
|
||||
sprite_id = 2,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Hello, Neo.",
|
||||
options = {
|
||||
{label = "Who are you?", next_node = "who_are_you"},
|
||||
{label = "My name is not Neo.", next_node = "not_neo"},
|
||||
{label = "...", next_node = "silent"}
|
||||
}
|
||||
},
|
||||
who_are_you = {
|
||||
text = "I am Trinity. I've been looking for you.",
|
||||
options = {
|
||||
{label = "The famous hacker?", next_node = "famous_hacker"},
|
||||
{label = "Why me?", next_node = "why_me"}
|
||||
}
|
||||
},
|
||||
not_neo = {
|
||||
text = "I know. But you will be.",
|
||||
options = {
|
||||
{label = "What are you talking about?", next_node = "who_are_you"}
|
||||
}
|
||||
},
|
||||
silent = {
|
||||
text = "You're not much of a talker, are you?",
|
||||
options = {
|
||||
{label = "I guess not.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
famous_hacker = {
|
||||
text = "The one and only.",
|
||||
options = {
|
||||
{label = "Wow.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
why_me = {
|
||||
text = "Morpheus believes you are The One.",
|
||||
options = {
|
||||
{label = "The One?", next_node = "the_one"}
|
||||
}
|
||||
},
|
||||
the_one = {
|
||||
text = "The one who will save us all.",
|
||||
options = {
|
||||
{label = "I'm just a programmer.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "We'll talk later.",
|
||||
options = {} -- No options, ends conversation
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 90,
|
||||
y = 102,
|
||||
name = "Oracle",
|
||||
sprite_id = 3,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "I know what you're thinking. 'Am I in the right place?'",
|
||||
options = {
|
||||
{label = "Who are you?", next_node = "who_are_you"},
|
||||
{label = "I guess I am.", next_node = "you_are"}
|
||||
}
|
||||
},
|
||||
who_are_you = {
|
||||
text = "I'm the Oracle. And you're right on time. Want a cookie?",
|
||||
options = {
|
||||
{label = "Sure.", next_node = "cookie"},
|
||||
{label = "No, thank you.", next_node = "no_cookie"}
|
||||
}
|
||||
},
|
||||
you_are = {
|
||||
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
|
||||
options = {
|
||||
{label = "Yes, please.", next_node = "cookie"},
|
||||
{label = "I'm good.", next_node = "no_cookie"}
|
||||
}
|
||||
},
|
||||
cookie = {
|
||||
text = "Here you go. Now, what's really on your mind?",
|
||||
options = {
|
||||
{label = "Am I The One?", next_node = "the_one"},
|
||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
||||
}
|
||||
},
|
||||
no_cookie = {
|
||||
text = "Suit yourself. Now, what's troubling you?",
|
||||
options = {
|
||||
{label = "Am I The One?", next_node = "the_one"},
|
||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
||||
}
|
||||
},
|
||||
the_one = {
|
||||
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
|
||||
options = {
|
||||
{label = "So I'm not?", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
the_matrix = {
|
||||
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
|
||||
options = {
|
||||
{label = "I see.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "You have to understand, most of these people are not ready to be unplugged.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
items = {
|
||||
{
|
||||
x = 100,
|
||||
y = 128,
|
||||
w = 8,
|
||||
h = 8,
|
||||
name = "Key",
|
||||
sprite_id = 4,
|
||||
desc = "A rusty old key. It might open something."
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
-- Screen 2
|
||||
name = "Screen 2",
|
||||
platforms = {
|
||||
{
|
||||
x = 30,
|
||||
y = 100,
|
||||
w = 50,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 100,
|
||||
y = 80,
|
||||
w = 50,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 170,
|
||||
y = 60,
|
||||
w = 50,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 120,
|
||||
y = 72,
|
||||
name = "Morpheus",
|
||||
sprite_id = 5,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
|
||||
options = {
|
||||
{label = "It's an honor to meet you.", next_node = "honor"},
|
||||
{label = "You've been looking for me.", next_node = "looking_for_me"}
|
||||
}
|
||||
},
|
||||
honor = {
|
||||
text = "No, the honor is mine.",
|
||||
options = {
|
||||
{label = "What is this place?", next_node = "what_is_this_place"}
|
||||
}
|
||||
},
|
||||
looking_for_me = {
|
||||
text = "I have. For some time.",
|
||||
options = {
|
||||
{label = "What is this place?", next_node = "what_is_this_place"}
|
||||
}
|
||||
},
|
||||
what_is_this_place = {
|
||||
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
|
||||
options = {
|
||||
{label = "Right.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "I've been waiting for you, Neo. We have much to discuss.",
|
||||
options = {} -- Ends conversation
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 40,
|
||||
y = 92,
|
||||
name = "Tank",
|
||||
sprite_id = 6,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
|
||||
options = {
|
||||
{label = "Good to meet you.", next_node = "good_to_meet_you"},
|
||||
{label = "This place is incredible.", next_node = "incredible"}
|
||||
}
|
||||
},
|
||||
good_to_meet_you = {
|
||||
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
|
||||
options = {
|
||||
{label = "Training?", next_node = "training"},
|
||||
{label = "I'm good for now.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
incredible = {
|
||||
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
|
||||
options = {
|
||||
{label = "Show me.", next_node = "training"}
|
||||
}
|
||||
},
|
||||
training = {
|
||||
text = "Jujitsu? Kung Fu? How about... all of them?",
|
||||
options = {
|
||||
{label = "All of them.", next_node = "all_of_them"}
|
||||
}
|
||||
},
|
||||
all_of_them = {
|
||||
text = "Operator, load the combat training program.",
|
||||
options = {
|
||||
{label = "...", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "Just holler if you need anything. Anything at all.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
items = {
|
||||
{
|
||||
x = 180,
|
||||
y = 52,
|
||||
w = 8,
|
||||
h = 8,
|
||||
name = "Potion",
|
||||
sprite_id = 7,
|
||||
desc = "A glowing red potion. It looks potent."
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
-- Screen 3
|
||||
name = "Screen 3",
|
||||
platforms = {
|
||||
{
|
||||
x = 50,
|
||||
y = 110,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 100,
|
||||
y = 90,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 150,
|
||||
y = 70,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 200,
|
||||
y = 50,
|
||||
w = 30,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 210,
|
||||
y = 42,
|
||||
name = "Agent Smith",
|
||||
sprite_id = 8,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Mr. Anderson. We've been expecting you.",
|
||||
options = {
|
||||
{label = "My name is Neo.", next_node = "name_is_neo"},
|
||||
{label = "...", next_node = "silent"}
|
||||
}
|
||||
},
|
||||
name_is_neo = {
|
||||
text = "Whatever you say. You're here for a reason.",
|
||||
options = {
|
||||
{label = "What reason?", next_node = "what_reason"}
|
||||
}
|
||||
},
|
||||
silent = {
|
||||
text = "The silent type. It doesn't matter. You are an anomaly.",
|
||||
options = {
|
||||
{label = "What do you want?", next_node = "what_reason"}
|
||||
}
|
||||
},
|
||||
what_reason = {
|
||||
text = "To be deleted. The system has no place for your kind.",
|
||||
options = {
|
||||
{label = "I won't let you.", next_node = "wont_let_you"}
|
||||
}
|
||||
},
|
||||
wont_let_you = {
|
||||
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
|
||||
options = {
|
||||
{label = "...", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 160,
|
||||
y = 62,
|
||||
name = "Cypher",
|
||||
sprite_id = 9,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Well, well. The new messiah. Welcome to the real world.",
|
||||
options = {
|
||||
{label = "You don't seem happy.", next_node = "not_happy"},
|
||||
{label = "...", next_node = "silent"}
|
||||
}
|
||||
},
|
||||
not_happy = {
|
||||
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
|
||||
options = {
|
||||
{label = "For freedom.", next_node = "freedom"}
|
||||
}
|
||||
},
|
||||
silent = {
|
||||
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
|
||||
options = {
|
||||
{label = "Sure.", next_node = "drink"},
|
||||
{label = "No thanks.", next_node = "no_drink"}
|
||||
}
|
||||
},
|
||||
drink = {
|
||||
text = "Good stuff. The little things you miss, you know? Like a good steak.",
|
||||
options = {
|
||||
{label = "I guess.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
no_drink = {
|
||||
text = "Your loss. More for me.",
|
||||
options = {
|
||||
{label = "...", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
freedom = {
|
||||
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
|
||||
options = {
|
||||
{label = "He's our leader.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "Just be careful who you trust.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
items = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Modules
|
||||
--------------------------------------------------------------------------------
|
||||
-- Window Modules (in WINDOW order)
|
||||
local SplashWindow = {}
|
||||
local IntroWindow = {}
|
||||
local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {} -- Manages popups for WINDOW_POPUP and WINDOW_INVENTORY_ACTION
|
||||
local InventoryWindow = {} -- Used for WINDOW_INVENTORY
|
||||
|
||||
-- Other Modules
|
||||
local UI = {}
|
||||
local Input = {}
|
||||
local NpcActions = {}
|
||||
local ItemActions = {}
|
||||
local MenuActions = {}
|
||||
local Player = {}
|
||||
@@ -1,10 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Game Windows
|
||||
--------------------------------------------------------------------------------
|
||||
local WINDOW_SPLASH = 0
|
||||
local WINDOW_INTRO = 1
|
||||
local WINDOW_MENU = 2
|
||||
local WINDOW_GAME = 3
|
||||
local WINDOW_POPUP = 4
|
||||
local WINDOW_INVENTORY = 5
|
||||
local WINDOW_INVENTORY_ACTION = 6
|
||||
73
inc/init/init.config.lua
Normal file
73
inc/init/init.config.lua
Normal file
@@ -0,0 +1,73 @@
|
||||
local DEFAULT_CONFIG = {
|
||||
screen = {
|
||||
width = 240,
|
||||
height = 136
|
||||
},
|
||||
colors = {
|
||||
black = 0,
|
||||
light_grey = 13,
|
||||
dark_grey = 14,
|
||||
green = 6,
|
||||
npc = 8,
|
||||
item = 12 -- yellow
|
||||
},
|
||||
player = {
|
||||
w = 8,
|
||||
h = 8,
|
||||
start_x = 120,
|
||||
start_y = 128,
|
||||
sprite_id = 1
|
||||
},
|
||||
physics = {
|
||||
gravity = 0.5,
|
||||
jump_power = -5,
|
||||
move_speed = 1.5,
|
||||
max_jumps = 2,
|
||||
interaction_radius_npc = 12,
|
||||
interaction_radius_item = 8
|
||||
},
|
||||
timing = {
|
||||
splash_duration = 120
|
||||
}
|
||||
}
|
||||
|
||||
local Config = {
|
||||
-- Copy default values initially
|
||||
screen = DEFAULT_CONFIG.screen,
|
||||
colors = DEFAULT_CONFIG.colors,
|
||||
player = DEFAULT_CONFIG.player,
|
||||
physics = DEFAULT_CONFIG.physics,
|
||||
timing = DEFAULT_CONFIG.timing,
|
||||
}
|
||||
|
||||
local CONFIG_SAVE_BANK = 7
|
||||
local CONFIG_SAVE_ADDRESS_MOVE_SPEED = 0
|
||||
local CONFIG_SAVE_ADDRESS_MAX_JUMPS = 1
|
||||
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
||||
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
|
||||
|
||||
function Config.save()
|
||||
-- Save physics settings
|
||||
mset(Config.physics.move_speed * 10, CONFIG_SAVE_ADDRESS_MOVE_SPEED, CONFIG_SAVE_BANK)
|
||||
mset(Config.physics.max_jumps, CONFIG_SAVE_ADDRESS_MAX_JUMPS, CONFIG_SAVE_BANK)
|
||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
|
||||
end
|
||||
|
||||
function Config.load()
|
||||
-- Check if config has been saved before using a magic value
|
||||
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
|
||||
Config.physics.move_speed = mget(CONFIG_SAVE_ADDRESS_MOVE_SPEED, CONFIG_SAVE_BANK) / 10
|
||||
Config.physics.max_jumps = mget(CONFIG_SAVE_ADDRESS_MAX_JUMPS, CONFIG_SAVE_BANK)
|
||||
else
|
||||
Config.restore_defaults()
|
||||
end
|
||||
end
|
||||
|
||||
function Config.restore_defaults()
|
||||
Config.physics.move_speed = DEFAULT_CONFIG.physics.move_speed
|
||||
Config.physics.max_jumps = DEFAULT_CONFIG.physics.max_jumps
|
||||
-- Any other configurable items should be reset here
|
||||
end
|
||||
|
||||
-- Load configuration on startup
|
||||
Config.load()
|
||||
521
inc/init/init.context.lua
Normal file
521
inc/init/init.context.lua
Normal file
@@ -0,0 +1,521 @@
|
||||
local SAVE_GAME_BANK = 6
|
||||
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||
|
||||
local SAVE_GAME_PLAYER_X_ADDRESS = 1
|
||||
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
|
||||
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
|
||||
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
|
||||
local SAVE_GAME_PLAYER_JUMPS_ADDRESS = 5
|
||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||
|
||||
local VX_VY_OFFSET = 128 -- Offset for negative velocities
|
||||
|
||||
-- Helper for deep copying tables
|
||||
local function clone_table(t)
|
||||
local copy = {}
|
||||
for k, v in pairs(t) do
|
||||
if type(v) == "table" then
|
||||
copy[k] = clone_table(v)
|
||||
else
|
||||
copy[k] = v
|
||||
end
|
||||
end
|
||||
return copy
|
||||
end
|
||||
|
||||
-- This function returns a table containing only the initial *data* for Context
|
||||
local function get_initial_data()
|
||||
return {
|
||||
active_window = WINDOW_SPLASH,
|
||||
inventory = {},
|
||||
intro = {
|
||||
y = Config.screen.height,
|
||||
speed = 0.5,
|
||||
text = "Mr. Anderson is an average\nprogrammer. His daily life\nrevolves around debugging,\npull requests, and end-of-sprint\nmeetings, all while secretly\ndreaming of being destined\nfor something more."
|
||||
},
|
||||
current_screen = 1,
|
||||
splash_timer = Config.timing.splash_duration,
|
||||
dialog = {
|
||||
text = "",
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
active_entity = nil,
|
||||
showing_description = false,
|
||||
current_node_key = nil
|
||||
},
|
||||
player = {
|
||||
x = Config.player.start_x,
|
||||
y = Config.player.start_y,
|
||||
w = Config.player.w,
|
||||
h = Config.player.h,
|
||||
vx = 0,
|
||||
vy = 0,
|
||||
jumps = 0,
|
||||
sprite_id = Config.player.sprite_id
|
||||
},
|
||||
ground = {
|
||||
x = 0,
|
||||
y = Config.screen.height,
|
||||
w = Config.screen.width,
|
||||
h = 8
|
||||
},
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
selected_inventory_item = 1,
|
||||
game_in_progress = false, -- New flag
|
||||
screens = clone_table({
|
||||
{
|
||||
-- Screen 1
|
||||
name = "Screen 1",
|
||||
platforms = {
|
||||
{
|
||||
x = 80,
|
||||
y = 110,
|
||||
w = 40,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 160,
|
||||
y = 90,
|
||||
w = 40,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 180,
|
||||
y = 82,
|
||||
name = "Trinity",
|
||||
sprite_id = 2,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Hello, Neo.",
|
||||
options = {
|
||||
{label = "Who are you?", next_node = "who_are_you"},
|
||||
{label = "My name is not Neo.", next_node = "not_neo"},
|
||||
{label = "...", next_node = "silent"}
|
||||
}
|
||||
},
|
||||
who_are_you = {
|
||||
text = "I am Trinity. I've been looking for you.",
|
||||
options = {
|
||||
{label = "The famous hacker?", next_node = "famous_hacker"},
|
||||
{label = "Why me?", next_node = "why_me"}
|
||||
}
|
||||
},
|
||||
not_neo = {
|
||||
text = "I know. But you will be.",
|
||||
options = {
|
||||
{label = "What are you talking about?", next_node = "who_are_you"}
|
||||
}
|
||||
},
|
||||
silent = {
|
||||
text = "You're not much of a talker, are you?",
|
||||
options = {
|
||||
{label = "I guess not.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
famous_hacker = {
|
||||
text = "The one and only.",
|
||||
options = {
|
||||
{label = "Wow.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
why_me = {
|
||||
text = "Morpheus believes you are The One.",
|
||||
options = {
|
||||
{label = "The One?", next_node = "the_one"}
|
||||
}
|
||||
},
|
||||
the_one = {
|
||||
text = "The one who will save us all.",
|
||||
options = {
|
||||
{label = "I'm just a programmer.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "We'll talk later.",
|
||||
options = {} -- No options, ends conversation
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 90,
|
||||
y = 102,
|
||||
name = "Oracle",
|
||||
sprite_id = 3,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "I know what you're thinking. 'Am I in the right place?'",
|
||||
options = {
|
||||
{label = "Who are you?", next_node = "who_are_you"},
|
||||
{label = "I guess I am.", next_node = "you_are"}
|
||||
}
|
||||
},
|
||||
who_are_are = {
|
||||
text = "I'm the Oracle. And you're right on time. Want a cookie?",
|
||||
options = {
|
||||
{label = "Sure.", next_node = "cookie"},
|
||||
{label = "No, thank you.", next_node = "no_cookie"}
|
||||
}
|
||||
},
|
||||
you_are = {
|
||||
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
|
||||
options = {
|
||||
{label = "Yes, please.", next_node = "cookie"},
|
||||
{label = "I'm good.", next_node = "no_cookie"}
|
||||
}
|
||||
},
|
||||
cookie = {
|
||||
text = "Here you go. Now, what's really on your mind?",
|
||||
options = {
|
||||
{label = "Am I The One?", next_node = "the_one"},
|
||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
||||
}
|
||||
},
|
||||
no_cookie = {
|
||||
text = "Suit yourself. Now, what's troubling you?",
|
||||
options = {
|
||||
{label = "Am I The One?", next_node = "the_one"},
|
||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
||||
}
|
||||
},
|
||||
the_one = {
|
||||
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
|
||||
options = {
|
||||
{label = "So I'm not?", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
the_matrix = {
|
||||
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
|
||||
options = {
|
||||
{label = "I see.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "You have to understand, most of these people are not ready to be unplugged.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
items = {
|
||||
{
|
||||
x = 100,
|
||||
y = 128,
|
||||
w = 8,
|
||||
h = 8,
|
||||
name = "Key",
|
||||
sprite_id = 4,
|
||||
desc = "A rusty old key. It might open something."
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
-- Screen 2
|
||||
name = "Screen 2",
|
||||
platforms = {
|
||||
{
|
||||
x = 30,
|
||||
y = 100,
|
||||
w = 50,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 100,
|
||||
y = 80,
|
||||
w = 50,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 170,
|
||||
y = 60,
|
||||
w = 50,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 120,
|
||||
y = 72,
|
||||
name = "Morpheus",
|
||||
sprite_id = 5,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
|
||||
options = {
|
||||
{label = "It's an honor to meet you.", next_node = "honor"},
|
||||
{label = "You've been looking for me.", next_node = "looking_for_me"}
|
||||
}
|
||||
},
|
||||
honor = {
|
||||
text = "No, the honor is mine.",
|
||||
options = {
|
||||
{label = "What is this place?", next_node = "what_is_this_place"}
|
||||
}
|
||||
},
|
||||
looking_for_me = {
|
||||
text = "I have. For some time.",
|
||||
options = {
|
||||
{label = "What is this place?", next_node = "what_is_this_place"}
|
||||
}
|
||||
},
|
||||
what_is_this_place = {
|
||||
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
|
||||
options = {
|
||||
{label = "Right.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "I've been waiting for you, Neo. We have much to discuss.",
|
||||
options = {} -- Ends conversation
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 40,
|
||||
y = 92,
|
||||
name = "Tank",
|
||||
sprite_id = 6,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
|
||||
options = {
|
||||
{label = "Good to meet you.", next_node = "good_to_meet_you"},
|
||||
{label = "This place is incredible.", next_node = "incredible"}
|
||||
}
|
||||
},
|
||||
good_to_meet_you = {
|
||||
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
|
||||
options = {
|
||||
{label = "Training?", next_node = "training"},
|
||||
{label = "I'm good for now.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
incredible = {
|
||||
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
|
||||
options = {
|
||||
{label = "Show me.", next_node = "training"}
|
||||
}
|
||||
},
|
||||
training = {
|
||||
text = "Jujitsu? Kung Fu? How about... all of them?",
|
||||
options = {
|
||||
{label = "All of them.", next_node = "all_of_them"}
|
||||
}
|
||||
},
|
||||
all_of_them = {
|
||||
text = "Operator, load the combat training program.",
|
||||
options = {
|
||||
{label = "...", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "Just holler if you need anything. Anything at all.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
items = {
|
||||
{
|
||||
x = 180,
|
||||
y = 52,
|
||||
w = 8,
|
||||
h = 8,
|
||||
name = "Potion",
|
||||
sprite_id = 7,
|
||||
desc = "A glowing red potion. It looks potent."
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
-- Screen 3
|
||||
name = "Screen 3",
|
||||
platforms = {
|
||||
{
|
||||
x = 50,
|
||||
y = 110,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 100,
|
||||
y = 90,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 150,
|
||||
y = 70,
|
||||
w = 30,
|
||||
h = 8
|
||||
},
|
||||
{
|
||||
x = 200,
|
||||
y = 50,
|
||||
w = 30,
|
||||
h = 8
|
||||
}
|
||||
},
|
||||
npcs = {
|
||||
{
|
||||
x = 210,
|
||||
y = 42,
|
||||
name = "Agent Smith",
|
||||
sprite_id = 8,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Mr. Anderson. We've been expecting you.",
|
||||
options = {
|
||||
{label = "My name is Neo.", next_node = "name_is_neo"},
|
||||
{label = "...", next_node = "silent"}
|
||||
}
|
||||
},
|
||||
name_is_neo = {
|
||||
text = "Whatever you say. You're here for a reason.",
|
||||
options = {
|
||||
{label = "What reason?", next_node = "what_reason"}
|
||||
}
|
||||
},
|
||||
silent = {
|
||||
text = "The silent type. It doesn't matter. You are an anomaly.",
|
||||
options = {
|
||||
{label = "What do you want?", next_node = "what_reason"}
|
||||
}
|
||||
},
|
||||
what_reason = {
|
||||
text = "To be deleted. The system has no place for your kind.",
|
||||
options = {
|
||||
{label = "I won't let you.", next_node = "wont_let_you"}
|
||||
}
|
||||
},
|
||||
wont_let_you = {
|
||||
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
|
||||
options = {
|
||||
{label = "...", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
x = 160,
|
||||
y = 62,
|
||||
name = "Cypher",
|
||||
sprite_id = 9,
|
||||
dialog = {
|
||||
start = {
|
||||
text = "Well, well. The new messiah. Welcome to the real world.",
|
||||
options = {
|
||||
{label = "You don't seem happy.", next_node = "not_happy"},
|
||||
{label = "...", next_node = "silent"}
|
||||
}
|
||||
},
|
||||
not_happy = {
|
||||
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
|
||||
options = {
|
||||
{label = "For freedom.", next_node = "freedom"}
|
||||
}
|
||||
},
|
||||
silent = {
|
||||
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
|
||||
options = {
|
||||
{label = "Sure.", next_node = "drink"},
|
||||
{label = "No thanks.", next_node = "no_drink"}
|
||||
}
|
||||
},
|
||||
drink = {
|
||||
text = "Good stuff. The little things you miss, you know? Like a good steak.",
|
||||
options = {
|
||||
{label = "I guess.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
no_drink = {
|
||||
text = "Your loss. More for me.",
|
||||
options = {
|
||||
{label = "...", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
freedom = {
|
||||
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
|
||||
options = {
|
||||
{label = "He's our leader.", next_node = "dialog_end"}
|
||||
}
|
||||
},
|
||||
dialog_end = {
|
||||
text = "Just be careful who you trust.",
|
||||
options = {}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
items = {}
|
||||
}
|
||||
})
|
||||
}
|
||||
end
|
||||
|
||||
Context = {}
|
||||
|
||||
local function reset_context_to_initial_state()
|
||||
local initial_data = get_initial_data()
|
||||
|
||||
-- Clear existing data properties from Context (but not methods)
|
||||
for k in pairs(Context) do
|
||||
if type(Context[k]) ~= "function" then -- Only clear data, leave functions
|
||||
Context[k] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Copy all initial data properties into Context
|
||||
for k, v in pairs(initial_data) do
|
||||
Context[k] = v
|
||||
end
|
||||
end
|
||||
|
||||
-- Initially populate Context with data
|
||||
reset_context_to_initial_state()
|
||||
|
||||
-- Now define the methods for Context
|
||||
function Context.new_game()
|
||||
reset_context_to_initial_state()
|
||||
Context.game_in_progress = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
end
|
||||
|
||||
function Context.save_game()
|
||||
if not Context.game_in_progress then return end
|
||||
|
||||
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.player.x * 10, SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.player.y * 10, SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK)
|
||||
mset( (Context.player.vx * 100) + VX_VY_OFFSET, SAVE_GAME_PLAYER_VX_ADDRESS, SAVE_GAME_BANK)
|
||||
mset( (Context.player.vy * 100) + VX_VY_OFFSET, SAVE_GAME_PLAYER_VY_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.player.jumps, SAVE_GAME_PLAYER_JUMPS_ADDRESS, SAVE_GAME_BANK)
|
||||
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
end
|
||||
|
||||
function Context.load_game()
|
||||
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
|
||||
-- No saved game found, start a new one
|
||||
Context.new_game()
|
||||
return
|
||||
end
|
||||
|
||||
reset_context_to_initial_state() -- Reset data, preserve methods
|
||||
|
||||
Context.player.x = mget(SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK) / 10
|
||||
Context.player.y = mget(SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK) / 10
|
||||
Context.player.vx = (mget(SAVE_GAME_PLAYER_VX_ADDRESS, SAVE_GAME_BANK) - VX_VY_OFFSET) / 100
|
||||
Context.player.vy = (mget(SAVE_GAME_PLAYER_VY_ADDRESS, SAVE_GAME_BANK) - VX_VY_OFFSET) / 100
|
||||
Context.player.jumps = mget(SAVE_GAME_PLAYER_JUMPS_ADDRESS, SAVE_GAME_BANK)
|
||||
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
|
||||
Context.game_in_progress = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
end
|
||||
14
inc/init/init.modules.lua
Normal file
14
inc/init/init.modules.lua
Normal file
@@ -0,0 +1,14 @@
|
||||
local SplashWindow = {}
|
||||
local IntroWindow = {}
|
||||
local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {}
|
||||
local InventoryWindow = {}
|
||||
local ConfigurationWindow = {}
|
||||
|
||||
local UI = {}
|
||||
local Print = {}
|
||||
local Input = {}
|
||||
local NPC = {}
|
||||
local Item = {}
|
||||
local Player = {}
|
||||
8
inc/init/init.windows.lua
Normal file
8
inc/init/init.windows.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
local WINDOW_SPLASH = 0
|
||||
local WINDOW_INTRO = 1
|
||||
local WINDOW_MENU = 2
|
||||
local WINDOW_GAME = 3
|
||||
local WINDOW_POPUP = 4
|
||||
local WINDOW_INVENTORY = 5
|
||||
local WINDOW_INVENTORY_ACTION = 6
|
||||
local WINDOW_CONFIGURATION = 7
|
||||
@@ -1,7 +1,8 @@
|
||||
-- title: Mr Anderson's Adventure
|
||||
-- name: mranderson
|
||||
-- author: Zsolt Tasnadi
|
||||
-- desc: Life of a programmer in the Vector
|
||||
-- site: https://github.com/rastasi/mranderson
|
||||
-- site: https://games.teletype.hu
|
||||
-- license: MIT License
|
||||
-- version: 0.10
|
||||
-- version: 0.1
|
||||
-- script: lua
|
||||
@@ -1,11 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Input Module
|
||||
--------------------------------------------------------------------------------
|
||||
function Input.up() return btnp(0) end
|
||||
function Input.down() return btnp(1) end
|
||||
function Input.left() return btn(2) end
|
||||
function Input.right() return btn(3) end
|
||||
function Input.player_jump() return btnp(4) end
|
||||
function Input.menu_confirm() return btnp(4) end
|
||||
function Input.player_interact() return btnp(5) end -- B button
|
||||
function Input.menu_back() return btnp(5) end
|
||||
@@ -1,99 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- UI Module
|
||||
--------------------------------------------------------------------------------
|
||||
function UI.draw_top_bar(title)
|
||||
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
||||
print(title, 3, 2, Config.colors.green)
|
||||
end
|
||||
|
||||
function UI.draw_dialog()
|
||||
PopupWindow.draw()
|
||||
end
|
||||
|
||||
function PopupWindow.draw()
|
||||
rect(40, 40, 160, 80, Config.colors.black)
|
||||
rectb(40, 40, 160, 80, Config.colors.green)
|
||||
|
||||
-- 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)
|
||||
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)
|
||||
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 Context.dialog.showing_description then
|
||||
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_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.menu_confirm() or Input.menu_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)
|
||||
for i, item in ipairs(items) do
|
||||
local current_y = y + (i-1)*10
|
||||
if i == selected_item then
|
||||
print(">", x - 8, current_y, Config.colors.green)
|
||||
end
|
||||
print(item.label, x, current_y, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
function UI.update_menu(items, selected_item)
|
||||
if Input.up() then
|
||||
selected_item = selected_item - 1
|
||||
if selected_item < 1 then
|
||||
selected_item = #items
|
||||
end
|
||||
elseif Input.down() then
|
||||
selected_item = selected_item + 1
|
||||
if selected_item > #items then
|
||||
selected_item = 1
|
||||
end
|
||||
end
|
||||
return selected_item
|
||||
end
|
||||
|
||||
function UI.word_wrap(text, max_chars_per_line)
|
||||
if text == nil then return {""} end
|
||||
local lines = {}
|
||||
|
||||
for input_line in (text .. "\n"):gmatch("(.-)\n") do
|
||||
local current_line = ""
|
||||
local words_in_line = 0
|
||||
for word in input_line:gmatch("%S+") do
|
||||
words_in_line = words_in_line + 1
|
||||
if #current_line == 0 then
|
||||
current_line = word
|
||||
elseif #current_line + #word + 1 <= max_chars_per_line then
|
||||
current_line = current_line .. " " .. word
|
||||
else
|
||||
table.insert(lines, current_line)
|
||||
current_line = word
|
||||
end
|
||||
end
|
||||
|
||||
if words_in_line > 0 then
|
||||
table.insert(lines, current_line)
|
||||
else
|
||||
table.insert(lines, "")
|
||||
end
|
||||
end
|
||||
|
||||
if #lines == 0 then
|
||||
return {""}
|
||||
end
|
||||
|
||||
return lines
|
||||
end
|
||||
|
||||
25
inc/system/system.input.lua
Normal file
25
inc/system/system.input.lua
Normal file
@@ -0,0 +1,25 @@
|
||||
-- Gamepad buttons
|
||||
local INPUT_KEY_UP = 0
|
||||
local INPUT_KEY_DOWN = 1
|
||||
local INPUT_KEY_LEFT = 2
|
||||
local INPUT_KEY_RIGHT = 3
|
||||
local INPUT_KEY_A = 4 -- Z key
|
||||
local INPUT_KEY_B = 5 -- X key
|
||||
local INPUT_KEY_X = 6 -- A key
|
||||
local INPUT_KEY_Y = 7 -- S key
|
||||
|
||||
-- Keyboard keys
|
||||
-- TODO: Find correct key codes for SPACE and LCTRL
|
||||
local INPUT_KEY_SPACE = 48
|
||||
local INPUT_KEY_BACKSPACE = 51
|
||||
local INPUT_KEY_ENTER = 50
|
||||
|
||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
||||
function Input.left() return btn(INPUT_KEY_LEFT) end
|
||||
function Input.right() return btn(INPUT_KEY_RIGHT) end
|
||||
function Input.player_jump() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
||||
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
|
||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
|
||||
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
|
||||
@@ -1,6 +1,3 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Main Game Loop
|
||||
--------------------------------------------------------------------------------
|
||||
local STATE_HANDLERS = {
|
||||
[WINDOW_SPLASH] = function()
|
||||
SplashWindow.update()
|
||||
@@ -19,7 +16,7 @@ local STATE_HANDLERS = {
|
||||
GameWindow.draw()
|
||||
end,
|
||||
[WINDOW_POPUP] = function()
|
||||
GameWindow.draw() -- Draw game behind dialog
|
||||
GameWindow.draw()
|
||||
PopupWindow.update()
|
||||
PopupWindow.draw()
|
||||
end,
|
||||
@@ -28,13 +25,28 @@ local STATE_HANDLERS = {
|
||||
InventoryWindow.draw()
|
||||
end,
|
||||
[WINDOW_INVENTORY_ACTION] = function()
|
||||
InventoryWindow.draw() -- Draw inventory behind dialog
|
||||
InventoryWindow.draw()
|
||||
PopupWindow.draw()
|
||||
PopupWindow.update()
|
||||
end,
|
||||
[WINDOW_CONFIGURATION] = function()
|
||||
ConfigurationWindow.update()
|
||||
ConfigurationWindow.draw()
|
||||
end,
|
||||
}
|
||||
|
||||
local initialized_game = false
|
||||
|
||||
function init_game()
|
||||
if initialized_game then return end
|
||||
|
||||
MenuWindow.refresh_menu_items()
|
||||
initialized_game = true
|
||||
end
|
||||
|
||||
function TIC()
|
||||
init_game()
|
||||
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[Context.active_window]
|
||||
if handler then
|
||||
8
inc/system/system.print.lua
Normal file
8
inc/system/system.print.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
|
||||
function Print.text(text, x, y, color, fixed, scale)
|
||||
local shadow_color = Config.colors.black
|
||||
if color == shadow_color then shadow_color = Config.colors.light_grey end
|
||||
scale = scale or 1
|
||||
print(text, x + 1, y + 1, shadow_color, fixed, scale)
|
||||
print(text, x, y, color, fixed, scale)
|
||||
end
|
||||
87
inc/system/system.ui.lua
Normal file
87
inc/system/system.ui.lua
Normal file
@@ -0,0 +1,87 @@
|
||||
function UI.draw_top_bar(title)
|
||||
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
||||
Print.text(title, 3, 2, Config.colors.green)
|
||||
end
|
||||
|
||||
function UI.draw_dialog()
|
||||
PopupWindow.draw()
|
||||
end
|
||||
|
||||
function UI.draw_menu(items, selected_item, x, y)
|
||||
for i, item in ipairs(items) do
|
||||
local current_y = y + (i-1)*10
|
||||
if i == selected_item then
|
||||
Print.text(">", x - 8, current_y, Config.colors.green)
|
||||
end
|
||||
Print.text(item.label, x, current_y, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
function UI.update_menu(items, selected_item)
|
||||
if Input.up() then
|
||||
selected_item = selected_item - 1
|
||||
if selected_item < 1 then
|
||||
selected_item = #items
|
||||
end
|
||||
elseif Input.down() then
|
||||
selected_item = selected_item + 1
|
||||
if selected_item > #items then
|
||||
selected_item = 1
|
||||
end
|
||||
end
|
||||
return selected_item
|
||||
end
|
||||
|
||||
function UI.word_wrap(text, max_chars_per_line)
|
||||
if text == nil then return {""} end
|
||||
local lines = {}
|
||||
|
||||
for input_line in (text .. "\n"):gmatch("(.-)\n") do
|
||||
local current_line = ""
|
||||
local words_in_line = 0
|
||||
for word in input_line:gmatch("%S+") do
|
||||
words_in_line = words_in_line + 1
|
||||
if #current_line == 0 then
|
||||
current_line = word
|
||||
elseif #current_line + #word + 1 <= max_chars_per_line then
|
||||
current_line = current_line .. " " .. word
|
||||
else
|
||||
table.insert(lines, current_line)
|
||||
current_line = word
|
||||
end
|
||||
end
|
||||
|
||||
if words_in_line > 0 then
|
||||
table.insert(lines, current_line)
|
||||
else
|
||||
table.insert(lines, "")
|
||||
end
|
||||
end
|
||||
|
||||
if #lines == 0 then
|
||||
return {""}
|
||||
end
|
||||
|
||||
return lines
|
||||
end
|
||||
|
||||
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
|
||||
return {
|
||||
label = label,
|
||||
get = value_getter,
|
||||
set = value_setter,
|
||||
min = min,
|
||||
max = max,
|
||||
step = step,
|
||||
format = format or "%.1f",
|
||||
type = "numeric_stepper"
|
||||
}
|
||||
end
|
||||
|
||||
function UI.create_action_item(label, action)
|
||||
return {
|
||||
label = label,
|
||||
action = action,
|
||||
type = "action_item"
|
||||
}
|
||||
end
|
||||
@@ -1,137 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Game Module
|
||||
--------------------------------------------------------------------------------
|
||||
function GameWindow.draw()
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
UI.draw_top_bar(currentScreenData.name)
|
||||
|
||||
-- Draw platforms
|
||||
for _, p in ipairs(currentScreenData.platforms) do
|
||||
rect(p.x, p.y, p.w, p.h, Config.colors.green)
|
||||
end
|
||||
|
||||
-- Draw items
|
||||
for _, item in ipairs(currentScreenData.items) do
|
||||
spr(item.sprite_id, item.x, item.y, 0)
|
||||
end
|
||||
|
||||
-- Draw NPCs
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
|
||||
spr(npc.sprite_id, npc.x, npc.y, 0)
|
||||
end
|
||||
|
||||
-- Draw ground
|
||||
rect(Context.ground.x, Context.ground.y, Context.ground.w, Context.ground.h, Config.colors.dark_grey)
|
||||
|
||||
-- Draw player
|
||||
Player.draw()
|
||||
end
|
||||
|
||||
function Player.draw()
|
||||
spr(Context.player.sprite_id, Context.player.x, Context.player.y, 0)
|
||||
end
|
||||
|
||||
function Player.update()
|
||||
-- Handle input
|
||||
if Input.left() then
|
||||
Context.player.vx = -Config.physics.move_speed
|
||||
elseif Input.right() then
|
||||
Context.player.vx = Config.physics.move_speed
|
||||
else
|
||||
Context.player.vx = 0
|
||||
end
|
||||
|
||||
if Input.player_jump() and Context.player.jumps < Config.physics.max_jumps then
|
||||
Context.player.vy = Config.physics.jump_power
|
||||
Context.player.jumps = Context.player.jumps + 1
|
||||
end
|
||||
|
||||
-- Update player position
|
||||
Context.player.x = Context.player.x + Context.player.vx
|
||||
Context.player.y = Context.player.y + Context.player.vy
|
||||
|
||||
-- Screen transition
|
||||
if Context.player.x > Config.screen.width - Context.player.w then
|
||||
if Context.current_screen < #Context.screens then
|
||||
Context.current_screen = Context.current_screen + 1
|
||||
Context.player.x = 0
|
||||
else
|
||||
Context.player.x = Config.screen.width - Context.player.w
|
||||
end
|
||||
elseif Context.player.x < 0 then
|
||||
if Context.current_screen > 1 then
|
||||
Context.current_screen = Context.current_screen - 1
|
||||
Context.player.x = Config.screen.width - Context.player.w
|
||||
else
|
||||
Context.player.x = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Apply gravity
|
||||
Context.player.vy = Context.player.vy + Config.physics.gravity
|
||||
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
-- Collision detection with platforms
|
||||
for _, p in ipairs(currentScreenData.platforms) do
|
||||
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
|
||||
Context.player.y = p.y - Context.player.h
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Collision detection with ground
|
||||
if Context.player.y + Context.player.h > Context.ground.y then
|
||||
Context.player.y = Context.ground.y - Context.player.h
|
||||
Context.player.vy = 0
|
||||
Context.player.jumps = 0
|
||||
end
|
||||
|
||||
-- Entity interaction
|
||||
if Input.player_interact() then
|
||||
local interaction_found = false
|
||||
-- NPC interaction
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
|
||||
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
|
||||
PopupWindow.show_menu_dialog(npc, {
|
||||
{label = "Talk to", action = NpcActions.talk_to},
|
||||
{label = "Fight", action = NpcActions.fight},
|
||||
{label = "Go back", action = NpcActions.go_back}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not interaction_found then
|
||||
-- Item interaction
|
||||
for _, item in ipairs(currentScreenData.items) do
|
||||
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
|
||||
PopupWindow.show_menu_dialog(item, {
|
||||
{label = "Use", action = ItemActions.use},
|
||||
{label = "Look at", action = ItemActions.look_at},
|
||||
{label = "Put away", action = ItemActions.put_away},
|
||||
{label = "Go back", action = ItemActions.go_back_from_item_dialog}
|
||||
}, WINDOW_POPUP)
|
||||
interaction_found = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- If no interaction happened, open inventory
|
||||
if not interaction_found then
|
||||
GameWindow.set_state(WINDOW_INVENTORY)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function GameWindow.update()
|
||||
Player.update() -- Call the encapsulated player update logic
|
||||
end
|
||||
|
||||
function GameWindow.set_state(new_state)
|
||||
Context.active_window = new_state
|
||||
-- Add any state-specific initialization/cleanup here later if needed
|
||||
end
|
||||
@@ -1,18 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Menu Module
|
||||
--------------------------------------------------------------------------------
|
||||
function MenuWindow.draw()
|
||||
UI.draw_top_bar("Main Menu")
|
||||
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
|
||||
end
|
||||
|
||||
function MenuWindow.update()
|
||||
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||
if selected_item and selected_item.action then
|
||||
selected_item.action()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1,14 +0,0 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Splash Module
|
||||
--------------------------------------------------------------------------------
|
||||
function SplashWindow.draw()
|
||||
print("Mr. Anderson's", 78, 60, Config.colors.green)
|
||||
print("Addventure", 90, 70, Config.colors.green)
|
||||
end
|
||||
|
||||
function SplashWindow.update()
|
||||
Context.splash_timer = Context.splash_timer - 1
|
||||
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_INTRO)
|
||||
end
|
||||
end
|
||||
112
inc/window/window.configuration.lua
Normal file
112
inc/window/window.configuration.lua
Normal file
@@ -0,0 +1,112 @@
|
||||
ConfigurationWindow = {
|
||||
controls = {},
|
||||
selected_control = 1,
|
||||
}
|
||||
|
||||
function ConfigurationWindow.init()
|
||||
ConfigurationWindow.controls = {
|
||||
UI.create_numeric_stepper(
|
||||
"Move Speed",
|
||||
function() return Config.physics.move_speed end,
|
||||
function(v) Config.physics.move_speed = v end,
|
||||
0.5, 3, 0.1, "%.1f"
|
||||
),
|
||||
UI.create_numeric_stepper(
|
||||
"Max Jumps",
|
||||
function() return Config.physics.max_jumps end,
|
||||
function(v) Config.physics.max_jumps = v end,
|
||||
1, 5, 1, "%d"
|
||||
),
|
||||
UI.create_action_item(
|
||||
"Save",
|
||||
function() Config.save() end
|
||||
),
|
||||
UI.create_action_item(
|
||||
"Restore Defaults",
|
||||
function() Config.restore_defaults() end
|
||||
),
|
||||
}
|
||||
end
|
||||
|
||||
function ConfigurationWindow.draw()
|
||||
UI.draw_top_bar("Configuration")
|
||||
|
||||
local x_start = 10 -- Left margin for labels
|
||||
local y_start = 40
|
||||
local x_value_right_align = Config.screen.width - 10 -- Right margin for values
|
||||
local char_width = 4 -- Approximate character width for default font
|
||||
|
||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||
local current_y = y_start + (i - 1) * 12
|
||||
local color = Config.colors.green
|
||||
|
||||
if control.type == "numeric_stepper" then
|
||||
local value = control.get()
|
||||
local label_text = control.label
|
||||
local value_text = string.format(control.format, value)
|
||||
|
||||
-- Calculate x position for right-aligned value
|
||||
local value_x = x_value_right_align - (#value_text * char_width)
|
||||
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
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.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.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.text(label_text, x_start, current_y, color)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
end
|
||||
|
||||
function ConfigurationWindow.update()
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
return
|
||||
end
|
||||
|
||||
if Input.up() then
|
||||
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
|
||||
if ConfigurationWindow.selected_control < 1 then
|
||||
ConfigurationWindow.selected_control = #ConfigurationWindow.controls
|
||||
end
|
||||
elseif Input.down() then
|
||||
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control + 1
|
||||
if ConfigurationWindow.selected_control > #ConfigurationWindow.controls then
|
||||
ConfigurationWindow.selected_control = 1
|
||||
end
|
||||
end
|
||||
|
||||
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
|
||||
if control then
|
||||
if control.type == "numeric_stepper" then
|
||||
local current_value = control.get()
|
||||
if btnp(2) then -- Left
|
||||
local new_value = math.max(control.min, current_value - control.step)
|
||||
control.set(new_value)
|
||||
elseif btnp(3) then -- Right
|
||||
local new_value = math.min(control.max, current_value + control.step)
|
||||
control.set(new_value)
|
||||
end
|
||||
elseif control.type == "action_item" then
|
||||
if Input.menu_confirm() then
|
||||
control.action()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
40
inc/window/window.game.lua
Normal file
40
inc/window/window.game.lua
Normal file
@@ -0,0 +1,40 @@
|
||||
function GameWindow.draw()
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
UI.draw_top_bar(currentScreenData.name)
|
||||
|
||||
-- Draw platforms
|
||||
for _, p in ipairs(currentScreenData.platforms) do
|
||||
rect(p.x, p.y, p.w, p.h, Config.colors.green)
|
||||
end
|
||||
|
||||
-- Draw items
|
||||
for _, item in ipairs(currentScreenData.items) do
|
||||
spr(item.sprite_id, item.x, item.y, 0)
|
||||
end
|
||||
|
||||
-- Draw NPCs
|
||||
for _, npc in ipairs(currentScreenData.npcs) do
|
||||
spr(npc.sprite_id, npc.x, npc.y, 0)
|
||||
end
|
||||
|
||||
-- Draw ground
|
||||
rect(Context.ground.x, Context.ground.y, Context.ground.w, Context.ground.h, Config.colors.dark_grey)
|
||||
|
||||
-- Draw player
|
||||
Player.draw()
|
||||
end
|
||||
|
||||
function GameWindow.update()
|
||||
if Input.menu_back() then
|
||||
Context.active_window = WINDOW_MENU
|
||||
MenuWindow.refresh_menu_items()
|
||||
return
|
||||
end
|
||||
Player.update() -- Call the encapsulated player update logic
|
||||
end
|
||||
|
||||
function GameWindow.set_state(new_state)
|
||||
Context.active_window = new_state
|
||||
-- Add any state-specific initialization/cleanup here later if needed
|
||||
end
|
||||
@@ -1,9 +1,6 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Intro Module
|
||||
--------------------------------------------------------------------------------
|
||||
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()
|
||||
@@ -1,19 +1,16 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Inventory Module
|
||||
--------------------------------------------------------------------------------
|
||||
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
|
||||
@@ -24,10 +21,10 @@ function InventoryWindow.update()
|
||||
if Input.menu_confirm() and #Context.inventory > 0 then
|
||||
local selected_item = Context.inventory[Context.selected_inventory_item]
|
||||
PopupWindow.show_menu_dialog(selected_item, {
|
||||
{label = "Use", action = ItemActions.use},
|
||||
{label = "Drop", action = ItemActions.drop},
|
||||
{label = "Look at", action = ItemActions.look_at},
|
||||
{label = "Go back", action = ItemActions.go_back_from_inventory_action}
|
||||
{label = "Use", action = Item.use},
|
||||
{label = "Drop", action = Item.drop},
|
||||
{label = "Look at", action = Item.look_at},
|
||||
{label = "Go back", action = Item.go_back_from_inventory_action}
|
||||
}, WINDOW_INVENTORY_ACTION)
|
||||
end
|
||||
|
||||
60
inc/window/window.menu.lua
Normal file
60
inc/window/window.menu.lua
Normal file
@@ -0,0 +1,60 @@
|
||||
function MenuWindow.draw()
|
||||
UI.draw_top_bar("Main Menu")
|
||||
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
|
||||
end
|
||||
|
||||
function MenuWindow.update()
|
||||
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||
if selected_item and selected_item.action then
|
||||
selected_item.action()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MenuWindow.new_game()
|
||||
Context.new_game() -- This function will be created in Context
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function MenuWindow.load_game()
|
||||
Context.load_game() -- This function will be created in Context
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
function MenuWindow.configuration()
|
||||
ConfigurationWindow.init()
|
||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
||||
end
|
||||
|
||||
function MenuWindow.refresh_menu_items()
|
||||
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
|
||||
|
||||
|
||||
@@ -75,3 +75,28 @@ function PopupWindow.show_description_dialog(entity, description_text)
|
||||
Context.dialog.showing_description = true
|
||||
-- No menu items needed for description dialog
|
||||
end
|
||||
|
||||
function PopupWindow.draw()
|
||||
rect(40, 40, 160, 80, Config.colors.black)
|
||||
rectb(40, 40, 160, 80, Config.colors.green)
|
||||
|
||||
-- Display the entity's name as the dialog title
|
||||
if Context.dialog.active_entity and Context.dialog.active_entity.name then
|
||||
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.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
|
||||
|
||||
-- Adjust menu position based on the number of wrapped lines
|
||||
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.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
|
||||
end
|
||||
end
|
||||
11
inc/window/window.splash.lua
Normal file
11
inc/window/window.splash.lua
Normal file
@@ -0,0 +1,11 @@
|
||||
function SplashWindow.draw()
|
||||
Print.text("Mr. Anderson's", 78, 60, Config.colors.green)
|
||||
Print.text("Addventure", 90, 70, Config.colors.green)
|
||||
end
|
||||
|
||||
function SplashWindow.update()
|
||||
Context.splash_timer = Context.splash_timer - 1
|
||||
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_INTRO)
|
||||
end
|
||||
end
|
||||
@@ -1,18 +1,20 @@
|
||||
meta.header.lua
|
||||
init.config.lua
|
||||
init.windows.lua
|
||||
init.modules.lua
|
||||
init.context.lua
|
||||
window.inventory.lua
|
||||
actions.menu.lua
|
||||
actions.npc.lua
|
||||
actions.inventory.lua
|
||||
system.input.lua
|
||||
system.ui.lua
|
||||
window.splash.lua
|
||||
window.intro.lua
|
||||
window.menu.lua
|
||||
window.game.lua
|
||||
window.popup.lua
|
||||
system.main.lua
|
||||
meta.assets.lua
|
||||
meta/meta.header.lua
|
||||
init/init.modules.lua
|
||||
init/init.config.lua
|
||||
init/init.windows.lua
|
||||
init/init.context.lua
|
||||
system/system.print.lua
|
||||
entity/entity.npc.lua
|
||||
entity/entity.item.lua
|
||||
entity/entity.player.lua
|
||||
system/system.input.lua
|
||||
system/system.ui.lua
|
||||
window/window.splash.lua
|
||||
window/window.intro.lua
|
||||
window/window.menu.lua
|
||||
window/window.configuration.lua
|
||||
window/window.popup.lua
|
||||
window/window.inventory.lua
|
||||
window/window.game.lua
|
||||
system/system.main.lua
|
||||
meta/meta.assets.lua
|
||||
|
||||
Reference in New Issue
Block a user