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484 lines
14 KiB
Lua
484 lines
14 KiB
Lua
-- title: Mr Anderson's Adventure
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-- author: Zsolt Tasnadi
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-- desc: Life of a programmer in the Vector
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-- site: http://teletype.hu
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-- license: MIT License
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-- version: 0.4
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-- script: lua
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--------------------------------------------------------------------------------
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-- Game Configuration
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--------------------------------------------------------------------------------
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local Config = {
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screen = {
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width = 240,
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height = 136
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},
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colors = {
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black = 0,
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light_grey = 13,
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dark_grey = 14,
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green = 6,
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npc = 8,
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item = 12 -- yellow
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},
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player = {
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w = 8,
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h = 8,
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start_x = 120,
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start_y = 128,
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sprite_id = 1
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},
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physics = {
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gravity = 0.5,
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jump_power = -5,
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move_speed = 1.5,
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max_jumps = 2,
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},
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timing = {
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splash_duration = 120 -- 2 seconds at 60fps
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}
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}
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--------------------------------------------------------------------------------
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-- Game States
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--------------------------------------------------------------------------------
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local GAME_STATE_SPLASH = 0
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local GAME_STATE_MENU = 1
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local GAME_STATE_GAME = 2
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local GAME_STATE_DIALOG = 3
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--------------------------------------------------------------------------------
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-- Modules
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--------------------------------------------------------------------------------
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local Splash = {}
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local Menu = {}
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local Game = {}
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local UI = {}
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local Input = {}
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local NpcActions = {}
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local ItemActions = {}
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local MenuActions = {}
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--------------------------------------------------------------------------------
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-- Game State
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--------------------------------------------------------------------------------
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local State = {
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game_state = GAME_STATE_SPLASH,
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current_screen = 1,
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dialog_text = "",
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splash_timer = Config.timing.splash_duration,
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player = {
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x = Config.player.start_x,
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y = Config.player.start_y,
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w = Config.player.w,
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h = Config.player.h,
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vx = 0,
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vy = 0,
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jumps = 0,
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sprite_id = Config.player.sprite_id
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},
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ground = {
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x = 0,
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y = Config.screen.height,
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w = Config.screen.width,
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h = 8
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},
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menu_items = {},
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selected_menu_item = 1,
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dialog_menu_items = {},
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selected_dialog_menu_item = 1,
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active_entity = nil,
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-- Screen data
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screens = {
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{ -- Screen 1
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name = "Screen 1",
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platforms = {
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{x = 80, y = 110, w = 40, h = 8},
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{x = 160, y = 90, w = 40, h = 8}
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},
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npcs = {
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{x = 180, y = 82, name = "Trinity", sprite_id = 2},
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{x = 90, y = 102, name = "Oracle", sprite_id = 3}
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},
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items = {
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{x = 100, y = 128, w=8, h=8, name = "Key", sprite_id = 4}
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}
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},
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{ -- Screen 2
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name = "Screen 2",
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platforms = {
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{x = 30, y = 100, w = 50, h = 8},
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{x = 100, y = 80, w = 50, h = 8},
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{x = 170, y = 60, w = 50, h = 8}
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},
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npcs = {
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{x = 120, y = 72, name = "Morpheus", sprite_id = 5},
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{x = 40, y = 92, name = "Tank", sprite_id = 6}
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},
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items = {
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{x = 180, y = 52, w=8, h=8, name = "Potion", sprite_id = 7}
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}
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},
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{ -- Screen 3
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name = "Screen 3",
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platforms = {
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{x = 50, y = 110, w = 30, h = 8},
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{x = 100, y = 90, w = 30, h = 8},
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{x = 150, y = 70, w = 30, h = 8},
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{x = 200, y = 50, w = 30, h = 8}
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},
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npcs = {
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{x = 210, y = 42, name = "Agent Smith", sprite_id = 8},
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{x = 160, y = 62, name = "Cypher", sprite_id = 9}
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},
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items = {}
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}
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}
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}
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--------------------------------------------------------------------------------
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-- Menu Actions
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--------------------------------------------------------------------------------
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function MenuActions.play()
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-- Reset player state and screen for a new game
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State.player.x = Config.player.start_x
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State.player.y = Config.player.start_y
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State.player.vx = 0
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State.player.vy = 0
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State.player.jumps = 0
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State.current_screen = 1
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State.game_state = GAME_STATE_GAME
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end
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function MenuActions.exit()
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exit()
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end
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-- Initialize menu items after actions are defined
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State.menu_items = {
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{label = "Play", action = MenuActions.play},
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{label = "Exit", action = MenuActions.exit}
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}
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--------------------------------------------------------------------------------
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-- NPC Actions
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--------------------------------------------------------------------------------
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function NpcActions.talk_to() end
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function NpcActions.fight() end
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function NpcActions.goodbye()
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State.game_state = GAME_STATE_GAME
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end
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--------------------------------------------------------------------------------
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-- Item Actions
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--------------------------------------------------------------------------------
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function ItemActions.use() end
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function ItemActions.look_at() end
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function ItemActions.take_away() end
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function ItemActions.goodbye()
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State.game_state = GAME_STATE_GAME
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end
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--------------------------------------------------------------------------------
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-- Input Module
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--------------------------------------------------------------------------------
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function Input.up() return btnp(0) end
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function Input.down() return btnp(1) end
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function Input.left() return btn(2) end
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function Input.right() return btn(3) end
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function Input.jump() return btnp(4) end
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function Input.action() return btnp(4) end
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function Input.interact() return btnp(5) end -- B button
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function Input.back() return btnp(5) end
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--------------------------------------------------------------------------------
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-- UI Module
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--------------------------------------------------------------------------------
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function UI.draw_top_bar(title)
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rect(0, 0, Config.screen.width, 10, Config.colors.black)
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print(title, 3, 2, Config.colors.light_grey)
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end
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function UI.draw_dialog()
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rect(40, 40, 160, 80, Config.colors.black)
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rectb(40, 40, 160, 80, Config.colors.dark_grey)
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print(State.dialog_text, 120 - #State.dialog_text * 2, 45, Config.colors.light_grey)
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for i, item in ipairs(State.dialog_menu_items) do
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local color = Config.colors.dark_grey
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if i == State.selected_dialog_menu_item then
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color = Config.colors.green
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end
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print(item.label, 50, 60 + (i-1)*10, color)
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end
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end
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--------------------------------------------------------------------------------
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-- Splash Module
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--------------------------------------------------------------------------------
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function Splash.draw()
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cls(Config.colors.black)
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print("Mr. Anderson's", 78, 60, Config.colors.light_grey)
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print("Addventure", 90, 70, Config.colors.light_grey)
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end
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function Splash.update()
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State.splash_timer = State.splash_timer - 1
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if State.splash_timer <= 0 then
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State.game_state = GAME_STATE_MENU
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end
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end
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--------------------------------------------------------------------------------
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-- Menu Module
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--------------------------------------------------------------------------------
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function Menu.draw()
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cls(Config.colors.light_grey)
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UI.draw_top_bar("Main Menu")
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for i, item in ipairs(State.menu_items) do
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local color = Config.colors.dark_grey
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if i == State.selected_menu_item then
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color = Config.colors.green
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end
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print(item.label, 108, 70 + (i-1)*10, color)
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end
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end
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function Menu.update()
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if Input.up() then
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State.selected_menu_item = State.selected_menu_item - 1
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if State.selected_menu_item < 1 then
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State.selected_menu_item = #State.menu_items
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end
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elseif Input.down() then
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State.selected_menu_item = State.selected_menu_item + 1
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if State.selected_menu_item > #State.menu_items then
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State.selected_menu_item = 1
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end
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end
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if Input.action() then
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local selected_item = State.menu_items[State.selected_menu_item]
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if selected_item and selected_item.action then
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selected_item.action()
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end
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end
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end
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--------------------------------------------------------------------------------
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-- Game Module
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--------------------------------------------------------------------------------
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function Game.draw()
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local currentScreenData = State.screens[State.current_screen]
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cls(Config.colors.light_grey)
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UI.draw_top_bar(currentScreenData.name)
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-- Draw platforms
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for _, p in ipairs(currentScreenData.platforms) do
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rect(p.x, p.y, p.w, p.h, Config.colors.dark_grey)
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end
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-- Draw items
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for _, item in ipairs(currentScreenData.items) do
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spr(item.sprite_id, item.x, item.y, 0)
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end
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-- Draw NPCs
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for _, npc in ipairs(currentScreenData.npcs) do
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spr(npc.sprite_id, npc.x, npc.y, 0)
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end
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-- Draw ground
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rect(State.ground.x, State.ground.y, State.ground.w, State.ground.h, Config.colors.dark_grey)
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-- Draw player
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spr(State.player.sprite_id, State.player.x, State.player.y, 0)
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end
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function Game.update()
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-- Handle input
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if Input.left() then
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State.player.vx = -Config.physics.move_speed
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elseif Input.right() then
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State.player.vx = Config.physics.move_speed
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else
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State.player.vx = 0
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end
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if Input.jump() and State.player.jumps < Config.physics.max_jumps then
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State.player.vy = Config.physics.jump_power
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State.player.jumps = State.player.jumps + 1
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end
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-- Update player position
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State.player.x = State.player.x + State.player.vx
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State.player.y = State.player.y + State.player.vy
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-- Screen transition
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if State.player.x > Config.screen.width - State.player.w then
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if State.current_screen < #State.screens then
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State.current_screen = State.current_screen + 1
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State.player.x = 0
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else
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State.player.x = Config.screen.width - State.player.w
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end
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elseif State.player.x < 0 then
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if State.current_screen > 1 then
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State.current_screen = State.current_screen - 1
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State.player.x = Config.screen.width - State.player.w
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else
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State.player.x = 0
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end
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end
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-- Apply gravity
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State.player.vy = State.player.vy + Config.physics.gravity
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local currentScreenData = State.screens[State.current_screen]
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-- Collision detection with platforms
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for _, p in ipairs(currentScreenData.platforms) do
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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
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State.player.y = p.y - State.player.h
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State.player.vy = 0
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State.player.jumps = 0
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end
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end
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-- Collision detection with ground
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if State.player.y + State.player.h > State.ground.y then
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State.player.y = State.ground.y - State.player.h
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State.player.vy = 0
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State.player.jumps = 0
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end
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-- Entity interaction
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if Input.interact() then
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local interaction_found = false
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-- NPC interaction
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for _, npc in ipairs(currentScreenData.npcs) do
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if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then
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State.active_entity = npc
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State.dialog_text = npc.name
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State.game_state = GAME_STATE_DIALOG
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State.dialog_menu_items = {
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{label = "Talk to", action = NpcActions.talk_to},
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{label = "Fight", action = NpcActions.fight},
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{label = "Goodbye", action = NpcActions.goodbye}
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}
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State.selected_dialog_menu_item = 1
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interaction_found = true
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break
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end
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end
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if interaction_found then return end
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-- Item interaction
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for _, item in ipairs(currentScreenData.items) do
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if math.abs(State.player.x - item.x) < 8 and math.abs(State.player.y - item.y) < 8 then
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State.active_entity = item
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State.dialog_text = item.name
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State.game_state = GAME_STATE_DIALOG
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State.dialog_menu_items = {
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{label = "Use", action = ItemActions.use},
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{label = "Look at", action = ItemActions.look_at},
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{label = "Take away", action = ItemActions.take_away},
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{label = "Goodbye", action = ItemActions.goodbye}
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}
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State.selected_dialog_menu_item = 1
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break
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end
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end
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end
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end
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function Game.update_dialog()
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if Input.up() then
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State.selected_dialog_menu_item = State.selected_dialog_menu_item - 1
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if State.selected_dialog_menu_item < 1 then
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State.selected_dialog_menu_item = #State.dialog_menu_items
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end
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elseif Input.down() then
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State.selected_dialog_menu_item = State.selected_dialog_menu_item + 1
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if State.selected_dialog_menu_item > #State.dialog_menu_items then
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State.selected_dialog_menu_item = 1
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end
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end
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if Input.action() then
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local selected_item = State.dialog_menu_items[State.selected_dialog_menu_item]
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if selected_item and selected_item.action then
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selected_item.action()
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end
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end
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if Input.back() then
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State.game_state = GAME_STATE_GAME
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end
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end
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--------------------------------------------------------------------------------
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-- Main Game Loop
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--------------------------------------------------------------------------------
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local STATE_HANDLERS = {
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[GAME_STATE_SPLASH] = function()
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Splash.update()
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Splash.draw()
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end,
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[GAME_STATE_MENU] = function()
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Menu.update()
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Menu.draw()
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end,
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[GAME_STATE_GAME] = function()
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Game.update()
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Game.draw()
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end,
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[GAME_STATE_DIALOG] = function()
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Game.draw() -- Draw game behind dialog
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UI.draw_dialog()
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Game.update_dialog()
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end,
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}
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function TIC()
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local handler = STATE_HANDLERS[State.game_state]
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if handler then
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handler()
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end
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end
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-- <TILES>
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-- 000:4444444444444444444444444444444444444444444444444444444444444444
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-- 001:1111111111111111111111111111111111111111111111111111111111111111
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-- 002:5555555555555555555555555555555555555555555555555555555555555555
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-- 003:6666666666666666666666666666666666666666666666666666666666666666
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-- 004:7777777777777777777777777777777777777777777777777777777777777777
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-- 005:8888888888888888888888888888888888888888888888888888888888888888
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-- 006:9999999999999999999999999999999999999999999999999999999999999999
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-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
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-- </TILES>
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-- <WAVES>
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-- 000:00000000ffffffff00000000ffffffff
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-- 001:0123456789abcdeffedcba9876543210
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-- 002:0123456789abcdef0123456789abcdef
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-- </WAVES>
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-- <SFX>
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-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
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-- </SFX>
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-- <TRACKS>
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-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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-- </TRACKS>
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-- <PALETTE>
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-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
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-- </PALETTE>
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