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Author SHA1 Message Date
85ce2e0238 branch into version
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2026-01-29 20:16:38 +01:00
9460a2eb73 add name to header
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2026-01-28 00:08:49 +01:00
ebf7799674 pipeline update
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2026-01-27 15:16:06 +01:00
ac0bcf4aa4 reset version
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2026-01-25 19:34:28 +01:00
4907c9cadf tic80 image change
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2025-12-13 22:52:22 +01:00
45f2e746d6 new version 2025-12-13 20:13:08 +01:00
8e8d181c34 shadowed text
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2025-12-13 20:11:50 +01:00
5379e30cf3 keyboard button fixes
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ci/woodpecker/push/woodpecker Pipeline was successful
2025-12-12 15:30:47 +01:00
d3fb12703c v0.13
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2025-12-11 20:40:02 +01:00
f9c539a854 resume button 2025-12-11 20:39:26 +01:00
a777241d7a context init fix 2025-12-11 20:36:11 +01:00
34340d9664 save/load functionality (WIP)
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2025-12-11 20:00:43 +01:00
20 changed files with 808 additions and 520 deletions

View File

@@ -1,21 +1,20 @@
environment: &environment
GAME_NAME: mranderson
GAME_LANG: lua
steps:
- name: version
image: alpine
commands:
- 'apk add --no-cache make'
- 'make ci-version'
- name: build
image: gitea.vps.teletype.hu/games/tic80pro:latest
image: git.teletype.hu/internal/tic80pro:latest
environment:
<<: *environment
XDG_RUNTIME_DIR: /tmp
commands:
- make build PROJECT=$GAME_NAME
- make export PROJECT=$GAME_NAME
- 'make ci-export'
- name: artifact
image: alpine
environment:
<<: *environment
DROPAREA_HOST: vps.teletype.hu
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:$DROPAREA_TARGET_PATH
- 'apk add --no-cache make openssh-client sshpass'
- 'make ci-upload'
- name: update
image: alpine
environment:
<<: *environment
UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SECRET:
from_secret: update_secret_key
commands:
- apk add --no-cache curl
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
- 'apk add --no-cache make curl'
- 'make ci-update'

View File

@@ -39,7 +39,7 @@ Based on the analysis of `mranderson.lua`, the following regularities and conven
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.
13. **`print()` for Text:** Text display should utilize the `print()` function.
13. **`Print.text()` for Text:** Text display should utilize the `Print.text()` function.
## Code Style

111
Makefile
View File

@@ -1,15 +1,8 @@
# -----------------------------------------
# Makefile TIC-80 project builder
# Usage:
# make PROJECT=mranderson
# make build PROJECT=mranderson
# make watch PROJECT=mranderson
# make export PROJECT=mranderson
# -----------------------------------------
ifndef PROJECT
$(error Specify the project name: make PROJECT=name)
endif
PROJECT = mranderson
ORDER = $(PROJECT).inc
OUTPUT = $(PROJECT).lua
@@ -19,28 +12,104 @@ OUTPUT_TIC = $(PROJECT).tic
SRC_DIR = inc
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
ASSETS_LUA = inc/meta/meta.assets.lua
# CI/CD variables
VERSION_FILE = .version
GAME_LANG ?= lua
DROPAREA_HOST ?= vps.teletype.hu
DROPAREA_PORT ?= 2223
DROPAREA_TARGET_PATH ?= /home/drop
DROPAREA_USER ?= drop
UPDATE_SERVER ?= https://games.vps.teletype.hu
all: build
build: $(OUTPUT)
@echo "==> Build complete: $(OUTPUT)"
$(OUTPUT): $(SRC) $(ORDER)
@echo "==> Building $(OUTPUT)..."
@rm -f $(OUTPUT)
@while read f; do \
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
echo "\n" >> $(OUTPUT); \
echo "" >> $(OUTPUT); \
done < $(ORDER)
@echo "==> Done."
export: $(OUTPUT)
@echo "==> TIC-80 export..."
tic80 --cli --skip --fs=. \
--cmd="load $(OUTPUT) & save $(PROJECT) & export html $(PROJECT).html & exit"
@echo "==> HTML ZIP: $(OUTPUT_ZIP)"
@echo "==> TIC: $(OUTPUT_TIC)"
export: build
@if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; \
exit 1; \
fi
@echo "==> Exporting HTML for version $(VERSION)"
@tic80 --cli --skip --fs=. \
--cmd="load $(OUTPUT) & save $(PROJECT)-$(VERSION) & export html $(PROJECT)-$(VERSION).html & exit"
@echo "==> Creating versioned files"
@if [ -f "$(PROJECT)-$(VERSION).tic" ]; then \
cp $(PROJECT)-$(VERSION).tic $(PROJECT).tic; \
fi
@if [ -f "$(PROJECT)-$(VERSION).html.zip" ]; then \
cp $(PROJECT)-$(VERSION).html.zip $(PROJECT).html.zip; \
fi
@echo "==> Generated files:"
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch:
@echo "==> Watching project: $(PROJECT)"
make build PROJECT=$(PROJECT)
fswatch -o $(SRC_DIR) $(ORDER) | while read; do make build PROJECT=$(PROJECT); done
make build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
import_assets:
@for t in $(ASSET_TYPES); do \
for f in $(ASSETS_DIR)/$$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

View File

@@ -1,5 +1,5 @@
function Item.use()
print("Used item: " .. Context.dialog.active_entity.name)
Print.text("Used item: " .. Context.dialog.active_entity.name)
GameWindow.set_state(WINDOW_INVENTORY)
end
function Item.look_at()

View File

@@ -1,4 +1,4 @@
local Config = {
local DEFAULT_CONFIG = {
screen = {
width = 240,
height = 136
@@ -30,3 +30,44 @@ local Config = {
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()

View File

@@ -1,4 +1,32 @@
local Context = {
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 = {
@@ -35,8 +63,8 @@ local Context = {
menu_items = {},
selected_menu_item = 1,
selected_inventory_item = 1,
-- Screen data
screens = {
game_in_progress = false, -- New flag
screens = clone_table({
{
-- Screen 1
name = "Screen 1",
@@ -125,7 +153,7 @@ local Context = {
{label = "I guess I am.", next_node = "you_are"}
}
},
who_are_you = {
who_are_are = {
text = "I'm the Oracle. And you're right on time. Want a cookie?",
options = {
{label = "Sure.", next_node = "cookie"},
@@ -428,5 +456,66 @@ local Context = {
},
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

View File

@@ -7,6 +7,7 @@ local InventoryWindow = {}
local ConfigurationWindow = {}
local UI = {}
local Print = {}
local Input = {}
local NPC = {}
local Item = {}

View File

@@ -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: 0.11
-- version: 0.1
-- script: lua

View File

@@ -1,8 +1,25 @@
function Input.up() return btnp(0) end
function Input.down() return btnp(1) end
function Input.left() return btnp(2) end
function Input.right() return btnp(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
-- 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

View File

@@ -35,7 +35,18 @@ local STATE_HANDLERS = {
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

View 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

View File

@@ -1,6 +1,6 @@
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
print(title, 3, 2, Config.colors.green)
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
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
@@ -77,3 +77,11 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
type = "numeric_stepper"
}
end
function UI.create_action_item(label, action)
return {
label = label,
action = action,
type = "action_item"
}
end

View File

@@ -17,6 +17,14 @@ function ConfigurationWindow.init()
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
@@ -32,6 +40,7 @@ function ConfigurationWindow.draw()
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)
@@ -41,28 +50,36 @@ 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.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("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()
if Input.menu_back() then
-- I need to find out how to switch back to the menu
-- For now, I'll assume a function GameWindow.set_state exists
GameWindow.set_state(WINDOW_MENU)
return
end
-- Navigate between controls
if Input.up() then
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
if ConfigurationWindow.selected_control < 1 then
@@ -75,16 +92,21 @@ function ConfigurationWindow.update()
end
end
-- Modify control value
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if Input.left() then
if btnp(2) then -- Left
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif Input.right() then
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

View File

@@ -26,6 +26,11 @@ function GameWindow.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

View File

@@ -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()

View File

@@ -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

View File

@@ -14,14 +14,21 @@ function MenuWindow.update()
end
end
function MenuWindow.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
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
@@ -34,9 +41,20 @@ function MenuWindow.configuration()
GameWindow.set_state(WINDOW_CONFIGURATION)
end
-- Initialize menu items after actions are defined
Context.menu_items = {
{label = "Play", action = MenuWindow.play},
{label = "Configuration", action = MenuWindow.configuration},
{label = "Exit", action = MenuWindow.exit}
}
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

View File

@@ -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

View File

@@ -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()

View File

@@ -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