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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1 +1 @@
|
|||||||
.vscode
|
mranderson.lua
|
||||||
|
|||||||
19
.vscode/settings.json
vendored
Normal file
19
.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
{
|
||||||
|
"Lua.diagnostics.globals": [
|
||||||
|
"rect",
|
||||||
|
"exit",
|
||||||
|
"spr"
|
||||||
|
],
|
||||||
|
|
||||||
|
"Lua.workspace.library": [
|
||||||
|
"./inc"
|
||||||
|
],
|
||||||
|
"Lua.runtime.path": [
|
||||||
|
"?.lua",
|
||||||
|
"?/init.lua",
|
||||||
|
"inc/?.lua"
|
||||||
|
],
|
||||||
|
"Lua.diagnostics.disable": [
|
||||||
|
"undefined-global"
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -1,20 +1,20 @@
|
|||||||
environment: &environment
|
|
||||||
GAME_NAME: mranderson
|
|
||||||
GAME_LANG: lua
|
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
|
- name: version
|
||||||
|
image: alpine
|
||||||
|
commands:
|
||||||
|
- 'apk add --no-cache make'
|
||||||
|
- 'make ci-version'
|
||||||
|
|
||||||
- name: build
|
- name: build
|
||||||
image: rastasi/tic80pro:latest
|
image: git.teletype.hu/internal/tic80pro:latest
|
||||||
environment:
|
environment:
|
||||||
<<: *environment
|
|
||||||
XDG_RUNTIME_DIR: /tmp
|
XDG_RUNTIME_DIR: /tmp
|
||||||
commands:
|
commands:
|
||||||
- tic80 --cli --skip --fs=. --cmd="load $GAME_NAME.$GAME_LANG & save $GAME_NAME & export html $GAME_NAME.html & exit"
|
- 'make ci-export'
|
||||||
|
|
||||||
- name: artifact
|
- name: artifact
|
||||||
image: alpine
|
image: alpine
|
||||||
environment:
|
environment:
|
||||||
<<: *environment
|
|
||||||
DROPAREA_HOST: vps.teletype.hu
|
DROPAREA_HOST: vps.teletype.hu
|
||||||
DROPAREA_PORT: 2223
|
DROPAREA_PORT: 2223
|
||||||
DROPAREA_TARGET_PATH: /home/drop
|
DROPAREA_TARGET_PATH: /home/drop
|
||||||
@@ -22,17 +22,15 @@ steps:
|
|||||||
DROPAREA_SSH_PASSWORD:
|
DROPAREA_SSH_PASSWORD:
|
||||||
from_secret: droparea_ssh_password
|
from_secret: droparea_ssh_password
|
||||||
commands:
|
commands:
|
||||||
- apk add --no-cache openssh-client sshpass
|
- 'apk add --no-cache make openssh-client sshpass'
|
||||||
- mkdir -p /root/.ssh
|
- 'make ci-upload'
|
||||||
- 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:$DROPAREA_TARGET_PATH
|
|
||||||
|
|
||||||
- name: update
|
- name: update
|
||||||
image: alpine
|
image: alpine
|
||||||
environment:
|
environment:
|
||||||
<<: *environment
|
|
||||||
UPDATE_SERVER: https://games.vps.teletype.hu
|
UPDATE_SERVER: https://games.vps.teletype.hu
|
||||||
UPDATE_SECRET:
|
UPDATE_SECRET:
|
||||||
from_secret: update_secret_key
|
from_secret: update_secret_key
|
||||||
commands:
|
commands:
|
||||||
- apk add --no-cache curl
|
- 'apk add --no-cache make curl'
|
||||||
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
|
- 'make ci-update'
|
||||||
54
GEMINI.md
Normal file
54
GEMINI.md
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
# TIC-80 Lua Code Regularities
|
||||||
|
|
||||||
|
Based on the analysis of `mranderson.lua`, the following regularities and conventions should be followed for future modifications and development within this project:
|
||||||
|
|
||||||
|
## General Structure & Lifecycle
|
||||||
|
|
||||||
|
1. **TIC-80 Game Loop:** All primary game logic, updates, and rendering should be encapsulated within the `TIC()` function, which serves as the main entry point for each frame of the TIC-80 game cycle.
|
||||||
|
2. **Initialization:** Game state variables and one-time setup should occur at the global scope or within a dedicated initialization function called once.
|
||||||
|
|
||||||
|
## Naming Conventions
|
||||||
|
|
||||||
|
3. **Functions:** Custom function names should use `PascalCase` (e.g., `UpdatePlayer`, `DrawHUD`). Existing mathematical helper functions like `SQR()` are an exception.
|
||||||
|
4. **Variables:** Variables should use `snake_case` (e.g., `player_x`, `game_state`), aligning with the existing `flip_x` variable.
|
||||||
|
5. **Constants:** Constants should be named using `SCREAMING_SNAKE_CASE` (e.g., `MAX_SPEED`, `GRAVITY_STRENGTH`).
|
||||||
|
|
||||||
|
## Variable Handling & Grouping
|
||||||
|
|
||||||
|
6. **Global Variables:** Major game state variables (e.g., position, velocity, animation frames) are typically defined at the global scope for easy access throughout the game loop.
|
||||||
|
7. **Lua Tables for Grouping:** Collections of related data should be grouped into Lua tables for better organization and readability (e.g., `player = {x = 0, y = 0, speed = 1}`).
|
||||||
|
8. **Table Formatting:** Tables with multiple elements or complex structures should always be defined with line breaks for each key-value pair, rather than inline, to improve readability.
|
||||||
|
Example:
|
||||||
|
```lua
|
||||||
|
my_table = {
|
||||||
|
key1 = value1,
|
||||||
|
key2 = value2,
|
||||||
|
}
|
||||||
|
```
|
||||||
|
instead of `my_table = {key1 = value1, key2 = value2}`.
|
||||||
|
|
||||||
|
## Functions
|
||||||
|
|
||||||
|
9. **Helper Functions:** Reusable logic or common calculations should be extracted into separate, clearly named helper functions.
|
||||||
|
|
||||||
|
## Input Handling
|
||||||
|
|
||||||
|
10. **`btn()` for Input:** User input should be handled primarily through the TIC-80 `btn()` function, checking for specific button presses or states.
|
||||||
|
|
||||||
|
## Graphics & Rendering
|
||||||
|
|
||||||
|
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.text()` for Text:** Text display should utilize the `Print.text()` function.
|
||||||
|
|
||||||
|
## Code Style
|
||||||
|
|
||||||
|
14. **Indentation:** Use consistent indentation, likely 2 spaces, for code blocks to enhance readability.
|
||||||
|
15. **Comments:** Employ comments to explain complex logic, delineate code sections, or clarify non-obvious design choices.
|
||||||
|
16. **Code Sections:** Use comments (e.g., `--- INIT ---`, `--- UPDATE ---`, `--- DRAW ---`, `--- HELPERS ---`) to clearly delineate logical sections of the codebase.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Agent Directives
|
||||||
|
|
||||||
|
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
|
||||||
115
Makefile
Normal file
115
Makefile
Normal file
@@ -0,0 +1,115 @@
|
|||||||
|
# -----------------------------------------
|
||||||
|
# Makefile – TIC-80 project builder
|
||||||
|
# -----------------------------------------
|
||||||
|
|
||||||
|
PROJECT = mranderson
|
||||||
|
|
||||||
|
ORDER = $(PROJECT).inc
|
||||||
|
OUTPUT = $(PROJECT).lua
|
||||||
|
OUTPUT_ZIP = $(PROJECT).html.zip
|
||||||
|
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)
|
||||||
|
|
||||||
|
$(OUTPUT): $(SRC) $(ORDER)
|
||||||
|
@rm -f $(OUTPUT)
|
||||||
|
@while read f; do \
|
||||||
|
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
|
||||||
|
echo "" >> $(OUTPUT); \
|
||||||
|
done < $(ORDER)
|
||||||
|
|
||||||
|
export: build
|
||||||
|
@if [ -z "$(VERSION)" ]; then \
|
||||||
|
echo "ERROR: VERSION not set!"; \
|
||||||
|
exit 1; \
|
||||||
|
fi
|
||||||
|
@echo "==> Exporting HTML for version $(VERSION)"
|
||||||
|
@tic80 --cli --skip --fs=. \
|
||||||
|
--cmd="load $(OUTPUT) & save $(PROJECT)-$(VERSION) & export html $(PROJECT)-$(VERSION).html & exit"
|
||||||
|
@echo "==> Creating versioned files"
|
||||||
|
@if [ -f "$(PROJECT)-$(VERSION).tic" ]; then \
|
||||||
|
cp $(PROJECT)-$(VERSION).tic $(PROJECT).tic; \
|
||||||
|
fi
|
||||||
|
@if [ -f "$(PROJECT)-$(VERSION).html.zip" ]; then \
|
||||||
|
cp $(PROJECT)-$(VERSION).html.zip $(PROJECT).html.zip; \
|
||||||
|
fi
|
||||||
|
@echo "==> Generated files:"
|
||||||
|
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
|
||||||
|
|
||||||
|
watch:
|
||||||
|
make build
|
||||||
|
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
|
||||||
|
|
||||||
|
import_assets:
|
||||||
|
@for t in $(ASSET_TYPES); do \
|
||||||
|
for f in $(ASSETS_DIR)/$$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
|
||||||
|
|
||||||
49
inc/entity/entity.item.lua
Normal file
49
inc/entity/entity.item.lua
Normal file
@@ -0,0 +1,49 @@
|
|||||||
|
function Item.use()
|
||||||
|
Print.text("Used item: " .. Context.dialog.active_entity.name)
|
||||||
|
GameWindow.set_state(WINDOW_INVENTORY)
|
||||||
|
end
|
||||||
|
function Item.look_at()
|
||||||
|
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
|
||||||
|
end
|
||||||
|
function Item.put_away()
|
||||||
|
-- Add item to inventory
|
||||||
|
table.insert(Context.inventory, Context.dialog.active_entity)
|
||||||
|
|
||||||
|
-- Remove item from screen
|
||||||
|
local currentScreenData = Context.screens[Context.current_screen]
|
||||||
|
for i, item in ipairs(currentScreenData.items) do
|
||||||
|
if item == Context.dialog.active_entity then
|
||||||
|
table.remove(currentScreenData.items, i)
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Go back to game
|
||||||
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
|
end
|
||||||
|
function Item.go_back_from_item_dialog()
|
||||||
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
|
end
|
||||||
|
|
||||||
|
function Item.go_back_from_inventory_action()
|
||||||
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
|
end
|
||||||
|
|
||||||
|
function Item.drop()
|
||||||
|
-- Remove item from inventory
|
||||||
|
for i, item in ipairs(Context.inventory) do
|
||||||
|
if item == Context.dialog.active_entity then
|
||||||
|
table.remove(Context.inventory, i)
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Add item to screen
|
||||||
|
local currentScreenData = Context.screens[Context.current_screen]
|
||||||
|
Context.dialog.active_entity.x = Context.player.x
|
||||||
|
Context.dialog.active_entity.y = Context.player.y
|
||||||
|
table.insert(currentScreenData.items, Context.dialog.active_entity)
|
||||||
|
|
||||||
|
-- Go back to inventory
|
||||||
|
GameWindow.set_state(WINDOW_INVENTORY)
|
||||||
|
end
|
||||||
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
|
||||||
98
inc/entity/entity.player.lua
Normal file
98
inc/entity/entity.player.lua
Normal file
@@ -0,0 +1,98 @@
|
|||||||
|
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 = NPC.talk_to},
|
||||||
|
{label = "Fight", action = NPC.fight},
|
||||||
|
{label = "Go back", action = NPC.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 = 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
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- If no interaction happened, open inventory
|
||||||
|
if not interaction_found then
|
||||||
|
GameWindow.set_state(WINDOW_INVENTORY)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
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
|
||||||
29
inc/meta/meta.assets.lua
Normal file
29
inc/meta/meta.assets.lua
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
-- <TILES>
|
||||||
|
-- 000:4444444444444444444444444444444444444444444444444444444444444444
|
||||||
|
-- 001:1111111111111111111111111111111111111111111111111111111111111111
|
||||||
|
-- 002:5555555555555555555555555555555555555555555555555555555555555555
|
||||||
|
-- 003:6666666666666666666666666666666666666666666666666666666666666666
|
||||||
|
-- 004:7777777777777777777777777777777777777777777777777777777777777777
|
||||||
|
-- 005:8888888888888888888888888888888888888888888888888888888888888888
|
||||||
|
-- 006:9999999999999999999999999999999999999999999999999999999999999999
|
||||||
|
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
|
||||||
|
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
|
||||||
|
-- </TILES>
|
||||||
|
|
||||||
|
-- <WAVES>
|
||||||
|
-- 000:00000000ffffffff00000000ffffffff
|
||||||
|
-- 001:0123456789abcdeffedcba9876543210
|
||||||
|
-- 02:0123456789abcdef0123456789abcdef
|
||||||
|
-- </WAVES>
|
||||||
|
|
||||||
|
-- <SFX>
|
||||||
|
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
|
||||||
|
-- </SFX>
|
||||||
|
|
||||||
|
-- <TRACKS>
|
||||||
|
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
-- </TRACKS>
|
||||||
|
|
||||||
|
-- <PALETTE>
|
||||||
|
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||||
|
-- </PALETTE>
|
||||||
8
inc/meta/meta.header.lua
Normal file
8
inc/meta/meta.header.lua
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
-- title: Mr Anderson's Adventure
|
||||||
|
-- name: mranderson
|
||||||
|
-- author: Zsolt Tasnadi
|
||||||
|
-- desc: Life of a programmer in the Vector
|
||||||
|
-- site: https://games.teletype.hu
|
||||||
|
-- license: MIT License
|
||||||
|
-- version: 0.1
|
||||||
|
-- script: lua
|
||||||
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
|
||||||
55
inc/system/system.main.lua
Normal file
55
inc/system/system.main.lua
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
local STATE_HANDLERS = {
|
||||||
|
[WINDOW_SPLASH] = function()
|
||||||
|
SplashWindow.update()
|
||||||
|
SplashWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_INTRO] = function()
|
||||||
|
IntroWindow.update()
|
||||||
|
IntroWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_MENU] = function()
|
||||||
|
MenuWindow.update()
|
||||||
|
MenuWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_GAME] = function()
|
||||||
|
GameWindow.update()
|
||||||
|
GameWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_POPUP] = function()
|
||||||
|
GameWindow.draw()
|
||||||
|
PopupWindow.update()
|
||||||
|
PopupWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_INVENTORY] = function()
|
||||||
|
InventoryWindow.update()
|
||||||
|
InventoryWindow.draw()
|
||||||
|
end,
|
||||||
|
[WINDOW_INVENTORY_ACTION] = function()
|
||||||
|
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
|
||||||
|
handler()
|
||||||
|
end
|
||||||
|
end
|
||||||
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
|
||||||
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
|
||||||
25
inc/window/window.intro.lua
Normal file
25
inc/window/window.intro.lua
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
function IntroWindow.draw()
|
||||||
|
local x = (Config.screen.width - 132) / 2 -- Centered text
|
||||||
|
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
||||||
|
end
|
||||||
|
|
||||||
|
function IntroWindow.update()
|
||||||
|
Context.intro.y = Context.intro.y - Context.intro.speed
|
||||||
|
|
||||||
|
-- Count lines in intro text to determine when scrolling is done
|
||||||
|
local lines = 1
|
||||||
|
for _ in string.gmatch(Context.intro.text, "\n") do
|
||||||
|
lines = lines + 1
|
||||||
|
end
|
||||||
|
|
||||||
|
-- When text is off-screen, go to menu
|
||||||
|
if Context.intro.y < -lines * 8 then
|
||||||
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Skip intro by pressing A
|
||||||
|
if Input.menu_confirm() then
|
||||||
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
34
inc/window/window.inventory.lua
Normal file
34
inc/window/window.inventory.lua
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
function InventoryWindow.draw()
|
||||||
|
UI.draw_top_bar("Inventory")
|
||||||
|
|
||||||
|
if #Context.inventory == 0 then
|
||||||
|
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.text(">", 60, 20 + i * 10, color)
|
||||||
|
end
|
||||||
|
Print.text(item.name, 70, 20 + i * 10, color)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function InventoryWindow.update()
|
||||||
|
Context.selected_inventory_item = UI.update_menu(Context.inventory, Context.selected_inventory_item)
|
||||||
|
|
||||||
|
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 = 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
|
||||||
|
|
||||||
|
if Input.menu_back() then
|
||||||
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
|
end
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
102
inc/window/window.popup.lua
Normal file
102
inc/window/window.popup.lua
Normal file
@@ -0,0 +1,102 @@
|
|||||||
|
function PopupWindow.set_dialog_node(node_key)
|
||||||
|
local npc = Context.dialog.active_entity
|
||||||
|
local node = npc.dialog[node_key]
|
||||||
|
|
||||||
|
if not node then
|
||||||
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
Context.dialog.current_node_key = node_key
|
||||||
|
Context.dialog.text = node.text
|
||||||
|
|
||||||
|
local menu_items = {}
|
||||||
|
if node.options then
|
||||||
|
for _, option in ipairs(node.options) do
|
||||||
|
table.insert(menu_items, {
|
||||||
|
label = option.label,
|
||||||
|
action = function()
|
||||||
|
PopupWindow.set_dialog_node(option.next_node)
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- if no options, it's the end of this branch.
|
||||||
|
if #menu_items == 0 then
|
||||||
|
table.insert(menu_items, {
|
||||||
|
label = "Go back",
|
||||||
|
action = function() GameWindow.set_state(WINDOW_GAME) end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
Context.dialog.menu_items = menu_items
|
||||||
|
Context.dialog.selected_menu_item = 1
|
||||||
|
Context.dialog.showing_description = false
|
||||||
|
GameWindow.set_state(WINDOW_POPUP)
|
||||||
|
end
|
||||||
|
|
||||||
|
function PopupWindow.update()
|
||||||
|
if Context.dialog.showing_description then
|
||||||
|
if Input.menu_confirm() or Input.menu_back() then
|
||||||
|
Context.dialog.showing_description = false
|
||||||
|
Context.dialog.text = "" -- Clear the description text
|
||||||
|
-- No need to change active_window, as it remains in WINDOW_POPUP or WINDOW_INVENTORY_ACTION
|
||||||
|
end
|
||||||
|
else
|
||||||
|
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
|
||||||
|
|
||||||
|
if Input.menu_confirm() then
|
||||||
|
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
|
||||||
|
if selected_item and selected_item.action then
|
||||||
|
selected_item.action()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if Input.menu_back() then
|
||||||
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
|
||||||
|
Context.dialog.active_entity = entity
|
||||||
|
Context.dialog.text = "" -- Initial dialog text is empty, name is title
|
||||||
|
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
|
||||||
|
Context.dialog.showing_description = false
|
||||||
|
Context.dialog.menu_items = menu_items
|
||||||
|
Context.dialog.selected_menu_item = 1
|
||||||
|
end
|
||||||
|
|
||||||
|
function PopupWindow.show_description_dialog(entity, description_text)
|
||||||
|
Context.dialog.active_entity = entity
|
||||||
|
Context.dialog.text = description_text
|
||||||
|
GameWindow.set_state(WINDOW_POPUP)
|
||||||
|
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
|
||||||
20
mranderson.inc
Normal file
20
mranderson.inc
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
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
|
||||||
515
mranderson.lua
515
mranderson.lua
@@ -1,515 +0,0 @@
|
|||||||
-- title: Mr Anderson's Adventure
|
|
||||||
-- author: Zsolt Tasnadi
|
|
||||||
-- desc: Life of a programmer in the Vector
|
|
||||||
-- site: http://teletype.hu
|
|
||||||
-- license: MIT License
|
|
||||||
-- version: 0.6
|
|
||||||
-- script: lua
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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,
|
|
||||||
},
|
|
||||||
timing = {
|
|
||||||
splash_duration = 120 -- 2 seconds at 60fps
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Game States
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
local GAME_STATE_SPLASH = 0
|
|
||||||
local GAME_STATE_INTRO = 1
|
|
||||||
local GAME_STATE_MENU = 2
|
|
||||||
local GAME_STATE_GAME = 3
|
|
||||||
local GAME_STATE_DIALOG = 4
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Modules
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
local Splash = {}
|
|
||||||
local Intro = {}
|
|
||||||
local Menu = {}
|
|
||||||
local Game = {}
|
|
||||||
local UI = {}
|
|
||||||
local Input = {}
|
|
||||||
local NpcActions = {}
|
|
||||||
local ItemActions = {}
|
|
||||||
local MenuActions = {}
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Game State
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
local State = {
|
|
||||||
game_state = GAME_STATE_SPLASH,
|
|
||||||
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,
|
|
||||||
dialog_text = "",
|
|
||||||
splash_timer = Config.timing.splash_duration,
|
|
||||||
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,
|
|
||||||
dialog_menu_items = {},
|
|
||||||
selected_dialog_menu_item = 1,
|
|
||||||
active_entity = nil,
|
|
||||||
-- 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},
|
|
||||||
{x = 90, y = 102, name = "Oracle", sprite_id = 3}
|
|
||||||
},
|
|
||||||
items = {
|
|
||||||
{x = 100, y = 128, w=8, h=8, name = "Key", sprite_id = 4}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{ -- 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},
|
|
||||||
{x = 40, y = 92, name = "Tank", sprite_id = 6}
|
|
||||||
},
|
|
||||||
items = {
|
|
||||||
{x = 180, y = 52, w=8, h=8, name = "Potion", sprite_id = 7}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{ -- 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},
|
|
||||||
{x = 160, y = 62, name = "Cypher", sprite_id = 9}
|
|
||||||
},
|
|
||||||
items = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Menu Actions
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
function MenuActions.play()
|
|
||||||
-- Reset player state and screen for a new game
|
|
||||||
State.player.x = Config.player.start_x
|
|
||||||
State.player.y = Config.player.start_y
|
|
||||||
State.player.vx = 0
|
|
||||||
State.player.vy = 0
|
|
||||||
State.player.jumps = 0
|
|
||||||
State.current_screen = 1
|
|
||||||
State.game_state = GAME_STATE_GAME
|
|
||||||
end
|
|
||||||
|
|
||||||
function MenuActions.exit()
|
|
||||||
exit()
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Initialize menu items after actions are defined
|
|
||||||
State.menu_items = {
|
|
||||||
{label = "Play", action = MenuActions.play},
|
|
||||||
{label = "Exit", action = MenuActions.exit}
|
|
||||||
}
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- NPC Actions
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
function NpcActions.talk_to() end
|
|
||||||
function NpcActions.fight() end
|
|
||||||
function NpcActions.goodbye()
|
|
||||||
State.game_state = GAME_STATE_GAME
|
|
||||||
end
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Item Actions
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
function ItemActions.use() end
|
|
||||||
function ItemActions.look_at() end
|
|
||||||
function ItemActions.take_away() end
|
|
||||||
function ItemActions.goodbye()
|
|
||||||
State.game_state = GAME_STATE_GAME
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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.jump() return btnp(4) end
|
|
||||||
function Input.action() return btnp(4) end
|
|
||||||
function Input.interact() return btnp(5) end -- B button
|
|
||||||
function Input.back() return btnp(5) end
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- 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()
|
|
||||||
rect(40, 40, 160, 80, Config.colors.black)
|
|
||||||
rectb(40, 40, 160, 80, Config.colors.green)
|
|
||||||
print(State.dialog_text, 120 - #State.dialog_text * 2, 45, Config.colors.light_grey)
|
|
||||||
UI.draw_menu(State.dialog_menu_items, State.selected_dialog_menu_item, 50, 60)
|
|
||||||
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
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Splash Module
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
function Splash.draw()
|
|
||||||
cls(Config.colors.dark_grey)
|
|
||||||
print("Mr. Anderson's", 78, 60, Config.colors.green)
|
|
||||||
print("Addventure", 90, 70, Config.colors.green)
|
|
||||||
end
|
|
||||||
|
|
||||||
function Splash.update()
|
|
||||||
State.splash_timer = State.splash_timer - 1
|
|
||||||
if State.splash_timer <= 0 or Input.action() then
|
|
||||||
State.game_state = GAME_STATE_INTRO
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Intro Module
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
function Intro.draw()
|
|
||||||
cls(Config.colors.dark_grey)
|
|
||||||
local x = (Config.screen.width - 132) / 2 -- Centered text
|
|
||||||
print(State.intro.text, x, State.intro.y, Config.colors.green)
|
|
||||||
end
|
|
||||||
|
|
||||||
function Intro.update()
|
|
||||||
State.intro.y = State.intro.y - State.intro.speed
|
|
||||||
|
|
||||||
-- Count lines in intro text to determine when scrolling is done
|
|
||||||
local lines = 1
|
|
||||||
for _ in string.gmatch(State.intro.text, "\n") do
|
|
||||||
lines = lines + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
-- When text is off-screen, go to menu
|
|
||||||
if State.intro.y < -lines * 8 then
|
|
||||||
State.game_state = GAME_STATE_MENU
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Skip intro by pressing A
|
|
||||||
if Input.action() then
|
|
||||||
State.game_state = GAME_STATE_MENU
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Menu Module
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
function Menu.draw()
|
|
||||||
cls(Config.colors.dark_grey)
|
|
||||||
UI.draw_top_bar("Main Menu")
|
|
||||||
UI.draw_menu(State.menu_items, State.selected_menu_item, 108, 70)
|
|
||||||
end
|
|
||||||
|
|
||||||
function Menu.update()
|
|
||||||
State.selected_menu_item = UI.update_menu(State.menu_items, State.selected_menu_item)
|
|
||||||
|
|
||||||
if Input.action() then
|
|
||||||
local selected_item = State.menu_items[State.selected_menu_item]
|
|
||||||
if selected_item and selected_item.action then
|
|
||||||
selected_item.action()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Game Module
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
function Game.draw()
|
|
||||||
local currentScreenData = State.screens[State.current_screen]
|
|
||||||
|
|
||||||
cls(Config.colors.dark_grey)
|
|
||||||
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(State.ground.x, State.ground.y, State.ground.w, State.ground.h, Config.colors.dark_grey)
|
|
||||||
|
|
||||||
-- Draw player
|
|
||||||
spr(State.player.sprite_id, State.player.x, State.player.y, 0)
|
|
||||||
end
|
|
||||||
|
|
||||||
function Game.update()
|
|
||||||
-- Handle input
|
|
||||||
if Input.left() then
|
|
||||||
State.player.vx = -Config.physics.move_speed
|
|
||||||
elseif Input.right() then
|
|
||||||
State.player.vx = Config.physics.move_speed
|
|
||||||
else
|
|
||||||
State.player.vx = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
if Input.jump() and State.player.jumps < Config.physics.max_jumps then
|
|
||||||
State.player.vy = Config.physics.jump_power
|
|
||||||
State.player.jumps = State.player.jumps + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Update player position
|
|
||||||
State.player.x = State.player.x + State.player.vx
|
|
||||||
State.player.y = State.player.y + State.player.vy
|
|
||||||
|
|
||||||
-- Screen transition
|
|
||||||
if State.player.x > Config.screen.width - State.player.w then
|
|
||||||
if State.current_screen < #State.screens then
|
|
||||||
State.current_screen = State.current_screen + 1
|
|
||||||
State.player.x = 0
|
|
||||||
else
|
|
||||||
State.player.x = Config.screen.width - State.player.w
|
|
||||||
end
|
|
||||||
elseif State.player.x < 0 then
|
|
||||||
if State.current_screen > 1 then
|
|
||||||
State.current_screen = State.current_screen - 1
|
|
||||||
State.player.x = Config.screen.width - State.player.w
|
|
||||||
else
|
|
||||||
State.player.x = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Apply gravity
|
|
||||||
State.player.vy = State.player.vy + Config.physics.gravity
|
|
||||||
|
|
||||||
local currentScreenData = State.screens[State.current_screen]
|
|
||||||
-- Collision detection with platforms
|
|
||||||
for _, p in ipairs(currentScreenData.platforms) do
|
|
||||||
if State.player.vy > 0 and State.player.y + State.player.h >= p.y and State.player.y + State.player.h <= p.y + p.h and State.player.x + State.player.w > p.x and State.player.x < p.x + p.w then
|
|
||||||
State.player.y = p.y - State.player.h
|
|
||||||
State.player.vy = 0
|
|
||||||
State.player.jumps = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Collision detection with ground
|
|
||||||
if State.player.y + State.player.h > State.ground.y then
|
|
||||||
State.player.y = State.ground.y - State.player.h
|
|
||||||
State.player.vy = 0
|
|
||||||
State.player.jumps = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Entity interaction
|
|
||||||
if Input.interact() then
|
|
||||||
local interaction_found = false
|
|
||||||
-- NPC interaction
|
|
||||||
for _, npc in ipairs(currentScreenData.npcs) do
|
|
||||||
if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then
|
|
||||||
State.active_entity = npc
|
|
||||||
State.dialog_text = npc.name
|
|
||||||
State.game_state = GAME_STATE_DIALOG
|
|
||||||
State.dialog_menu_items = {
|
|
||||||
{label = "Talk to", action = NpcActions.talk_to},
|
|
||||||
{label = "Fight", action = NpcActions.fight},
|
|
||||||
{label = "Goodbye", action = NpcActions.goodbye}
|
|
||||||
}
|
|
||||||
State.selected_dialog_menu_item = 1
|
|
||||||
interaction_found = true
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if interaction_found then return end
|
|
||||||
|
|
||||||
-- Item interaction
|
|
||||||
for _, item in ipairs(currentScreenData.items) do
|
|
||||||
if math.abs(State.player.x - item.x) < 8 and math.abs(State.player.y - item.y) < 8 then
|
|
||||||
State.active_entity = item
|
|
||||||
State.dialog_text = item.name
|
|
||||||
State.game_state = GAME_STATE_DIALOG
|
|
||||||
State.dialog_menu_items = {
|
|
||||||
{label = "Use", action = ItemActions.use},
|
|
||||||
{label = "Look at", action = ItemActions.look_at},
|
|
||||||
{label = "Take away", action = ItemActions.take_away},
|
|
||||||
{label = "Goodbye", action = ItemActions.goodbye}
|
|
||||||
}
|
|
||||||
State.selected_dialog_menu_item = 1
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function Game.update_dialog()
|
|
||||||
State.selected_dialog_menu_item = UI.update_menu(State.dialog_menu_items, State.selected_dialog_menu_item)
|
|
||||||
|
|
||||||
if Input.action() then
|
|
||||||
local selected_item = State.dialog_menu_items[State.selected_dialog_menu_item]
|
|
||||||
if selected_item and selected_item.action then
|
|
||||||
selected_item.action()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if Input.back() then
|
|
||||||
State.game_state = GAME_STATE_GAME
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
-- Main Game Loop
|
|
||||||
--------------------------------------------------------------------------------
|
|
||||||
local STATE_HANDLERS = {
|
|
||||||
[GAME_STATE_SPLASH] = function()
|
|
||||||
Splash.update()
|
|
||||||
Splash.draw()
|
|
||||||
end,
|
|
||||||
[GAME_STATE_INTRO] = function()
|
|
||||||
Intro.update()
|
|
||||||
Intro.draw()
|
|
||||||
end,
|
|
||||||
[GAME_STATE_MENU] = function()
|
|
||||||
Menu.update()
|
|
||||||
Menu.draw()
|
|
||||||
end,
|
|
||||||
[GAME_STATE_GAME] = function()
|
|
||||||
Game.update()
|
|
||||||
Game.draw()
|
|
||||||
end,
|
|
||||||
[GAME_STATE_DIALOG] = function()
|
|
||||||
Game.draw() -- Draw game behind dialog
|
|
||||||
UI.draw_dialog()
|
|
||||||
Game.update_dialog()
|
|
||||||
end,
|
|
||||||
}
|
|
||||||
|
|
||||||
function TIC()
|
|
||||||
local handler = STATE_HANDLERS[State.game_state]
|
|
||||||
if handler then
|
|
||||||
handler()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
-- <TILES>
|
|
||||||
-- 000:4444444444444444444444444444444444444444444444444444444444444444
|
|
||||||
-- 001:1111111111111111111111111111111111111111111111111111111111111111
|
|
||||||
-- 002:5555555555555555555555555555555555555555555555555555555555555555
|
|
||||||
-- 003:6666666666666666666666666666666666666666666666666666666666666666
|
|
||||||
-- 004:7777777777777777777777777777777777777777777777777777777777777777
|
|
||||||
-- 005:8888888888888888888888888888888888888888888888888888888888888888
|
|
||||||
-- 006:9999999999999999999999999999999999999999999999999999999999999999
|
|
||||||
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
|
|
||||||
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
|
|
||||||
-- </TILES>
|
|
||||||
|
|
||||||
-- <WAVES>
|
|
||||||
-- 000:00000000ffffffff00000000ffffffff
|
|
||||||
-- 001:0123456789abcdeffedcba9876543210
|
|
||||||
-- 002:0123456789abcdef0123456789abcdef
|
|
||||||
-- </WAVES>
|
|
||||||
|
|
||||||
-- <SFX>
|
|
||||||
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
|
|
||||||
-- </SFX>
|
|
||||||
|
|
||||||
-- <TRACKS>
|
|
||||||
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
-- </TRACKS>
|
|
||||||
|
|
||||||
-- <PALETTE>
|
|
||||||
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
|
||||||
-- </PALETTE>
|
|
||||||
|
|
||||||
Reference in New Issue
Block a user