save/load functionality (WIP)
This commit is contained in:
@@ -1,4 +1,4 @@
|
|||||||
local Config = {
|
local DEFAULT_CONFIG = {
|
||||||
screen = {
|
screen = {
|
||||||
width = 240,
|
width = 240,
|
||||||
height = 136
|
height = 136
|
||||||
@@ -30,3 +30,44 @@ local Config = {
|
|||||||
splash_duration = 120
|
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()
|
||||||
|
|||||||
@@ -1,432 +1,515 @@
|
|||||||
local Context = {
|
local SAVE_GAME_BANK = 6
|
||||||
active_window = WINDOW_SPLASH,
|
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||||
inventory = {},
|
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||||
intro = {
|
|
||||||
y = Config.screen.height,
|
local SAVE_GAME_PLAYER_X_ADDRESS = 1
|
||||||
speed = 0.5,
|
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
|
||||||
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."
|
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
|
||||||
},
|
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
|
||||||
current_screen = 1,
|
local SAVE_GAME_PLAYER_JUMPS_ADDRESS = 5
|
||||||
splash_timer = Config.timing.splash_duration,
|
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||||
dialog = {
|
|
||||||
text = "",
|
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
|
||||||
|
|
||||||
|
local function create_initial_context()
|
||||||
|
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 = {},
|
menu_items = {},
|
||||||
selected_menu_item = 1,
|
selected_menu_item = 1,
|
||||||
active_entity = nil,
|
selected_inventory_item = 1,
|
||||||
showing_description = false,
|
game_in_progress = false, -- New flag
|
||||||
current_node_key = nil
|
-- Screen data (deep copy to ensure new game resets correctly)
|
||||||
},
|
screens = clone_table({
|
||||||
player = {
|
{
|
||||||
x = Config.player.start_x,
|
-- Screen 1
|
||||||
y = Config.player.start_y,
|
name = "Screen 1",
|
||||||
w = Config.player.w,
|
platforms = {
|
||||||
h = Config.player.h,
|
{
|
||||||
vx = 0,
|
x = 80,
|
||||||
vy = 0,
|
y = 110,
|
||||||
jumps = 0,
|
w = 40,
|
||||||
sprite_id = Config.player.sprite_id
|
h = 8
|
||||||
},
|
},
|
||||||
ground = {
|
{
|
||||||
x = 0,
|
x = 160,
|
||||||
y = Config.screen.height,
|
y = 90,
|
||||||
w = Config.screen.width,
|
w = 40,
|
||||||
h = 8
|
h = 8
|
||||||
},
|
}
|
||||||
menu_items = {},
|
|
||||||
selected_menu_item = 1,
|
|
||||||
selected_inventory_item = 1,
|
|
||||||
-- Screen data
|
|
||||||
screens = {
|
|
||||||
{
|
|
||||||
-- Screen 1
|
|
||||||
name = "Screen 1",
|
|
||||||
platforms = {
|
|
||||||
{
|
|
||||||
x = 80,
|
|
||||||
y = 110,
|
|
||||||
w = 40,
|
|
||||||
h = 8
|
|
||||||
},
|
},
|
||||||
{
|
npcs = {
|
||||||
x = 160,
|
{
|
||||||
y = 90,
|
x = 180,
|
||||||
w = 40,
|
y = 82,
|
||||||
h = 8
|
name = "Trinity",
|
||||||
}
|
sprite_id = 2,
|
||||||
},
|
dialog = {
|
||||||
npcs = {
|
start = {
|
||||||
{
|
text = "Hello, Neo.",
|
||||||
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 = {
|
options = {
|
||||||
{label = "Wow.", next_node = "dialog_end"}
|
{label = "Who are you?", next_node = "who_are_you"},
|
||||||
|
{label = "My name is not Neo.", next_node = "not_neo"},
|
||||||
|
{label = "...", next_node = "silent"}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
why_me = {
|
who_are_you = {
|
||||||
text = "Morpheus believes you are The One.",
|
text = "I am Trinity. I've been looking for you.",
|
||||||
options = {
|
options = {
|
||||||
{label = "The One?", next_node = "the_one"}
|
{label = "The famous hacker?", next_node = "famous_hacker"},
|
||||||
|
{label = "Why me?", next_node = "why_me"}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
the_one = {
|
not_neo = {
|
||||||
text = "The one who will save us all.",
|
text = "I know. But you will be.",
|
||||||
options = {
|
options = {
|
||||||
{label = "I'm just a programmer.", next_node = "dialog_end"}
|
{label = "What are you talking about?", next_node = "who_are_you"}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
dialog_end = {
|
silent = {
|
||||||
text = "We'll talk later.",
|
text = "You're not much of a talker, are you?",
|
||||||
options = {} -- No options, ends conversation
|
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 = 90,
|
{
|
||||||
y = 102,
|
x = 100,
|
||||||
name = "Oracle",
|
y = 128,
|
||||||
sprite_id = 3,
|
w = 8,
|
||||||
dialog = {
|
h = 8,
|
||||||
start = {
|
name = "Key",
|
||||||
text = "I know what you're thinking. 'Am I in the right place?'",
|
sprite_id = 4,
|
||||||
options = {
|
desc = "A rusty old key. It might open something."
|
||||||
{label = "Who are you?", next_node = "who_are_you"},
|
|
||||||
{label = "I guess I am.", next_node = "you_are"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
who_are_you = {
|
|
||||||
text = "I'm the Oracle. And you're right on time. Want a cookie?",
|
|
||||||
options = {
|
|
||||||
{label = "Sure.", next_node = "cookie"},
|
|
||||||
{label = "No, thank you.", next_node = "no_cookie"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
you_are = {
|
|
||||||
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
|
|
||||||
options = {
|
|
||||||
{label = "Yes, please.", next_node = "cookie"},
|
|
||||||
{label = "I'm good.", next_node = "no_cookie"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
cookie = {
|
|
||||||
text = "Here you go. Now, what's really on your mind?",
|
|
||||||
options = {
|
|
||||||
{label = "Am I The One?", next_node = "the_one"},
|
|
||||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
no_cookie = {
|
|
||||||
text = "Suit yourself. Now, what's troubling you?",
|
|
||||||
options = {
|
|
||||||
{label = "Am I The One?", next_node = "the_one"},
|
|
||||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
the_one = {
|
|
||||||
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
|
|
||||||
options = {
|
|
||||||
{label = "So I'm not?", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
the_matrix = {
|
|
||||||
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
|
|
||||||
options = {
|
|
||||||
{label = "I see.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "You have to understand, most of these people are not ready to be unplugged.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
items = {
|
{
|
||||||
{
|
-- Screen 2
|
||||||
x = 100,
|
name = "Screen 2",
|
||||||
y = 128,
|
platforms = {
|
||||||
w = 8,
|
{
|
||||||
h = 8,
|
x = 30,
|
||||||
name = "Key",
|
y = 100,
|
||||||
sprite_id = 4,
|
w = 50,
|
||||||
desc = "A rusty old key. It might open something."
|
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 = {}
|
||||||
}
|
}
|
||||||
},
|
})
|
||||||
{
|
|
||||||
-- 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 = create_initial_context()
|
||||||
|
|
||||||
|
local function reset_context_to_initial_state()
|
||||||
|
local initial_state = create_initial_context()
|
||||||
|
|
||||||
|
-- Clear existing keys from Context
|
||||||
|
for k in pairs(Context) do
|
||||||
|
Context[k] = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Copy all properties from initial_state to Context
|
||||||
|
for k, v in pairs(initial_state) do
|
||||||
|
Context[k] = v
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
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()
|
||||||
|
|
||||||
|
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
|
||||||
|
|||||||
@@ -3,5 +3,5 @@
|
|||||||
-- desc: Life of a programmer in the Vector
|
-- desc: Life of a programmer in the Vector
|
||||||
-- site: https://github.com/rastasi/mranderson
|
-- site: https://github.com/rastasi/mranderson
|
||||||
-- license: MIT License
|
-- license: MIT License
|
||||||
-- version: 0.11
|
-- version: 0.12
|
||||||
-- script: lua
|
-- script: lua
|
||||||
|
|||||||
@@ -1,8 +1,8 @@
|
|||||||
function Input.up() return btnp(0) end
|
function Input.up() return btnp(0) end
|
||||||
function Input.down() return btnp(1) end
|
function Input.down() return btnp(1) end
|
||||||
function Input.left() return btnp(2) end
|
function Input.left() return btn(2) end
|
||||||
function Input.right() return btnp(3) end
|
function Input.right() return btn(3) end
|
||||||
function Input.player_jump() return btnp(4) end
|
function Input.player_jump() return btnp(4) end
|
||||||
function Input.menu_confirm() return btnp(4) end
|
function Input.menu_confirm() return btnp(4) end
|
||||||
function Input.player_interact() return btnp(5) end -- B button
|
function Input.player_interact() return btnp(5) end -- B button
|
||||||
function Input.menu_back() return btnp(5) end
|
function Input.menu_back() return btnp(7) end
|
||||||
|
|||||||
@@ -35,7 +35,18 @@ local STATE_HANDLERS = {
|
|||||||
end,
|
end,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
local initialized_game = false
|
||||||
|
|
||||||
|
function init_game()
|
||||||
|
if initialized_game then return end
|
||||||
|
|
||||||
|
MenuWindow.refresh_menu_items()
|
||||||
|
initialized_game = true
|
||||||
|
end
|
||||||
|
|
||||||
function TIC()
|
function TIC()
|
||||||
|
init_game()
|
||||||
|
|
||||||
cls(Config.colors.black)
|
cls(Config.colors.black)
|
||||||
local handler = STATE_HANDLERS[Context.active_window]
|
local handler = STATE_HANDLERS[Context.active_window]
|
||||||
if handler then
|
if handler then
|
||||||
|
|||||||
@@ -77,3 +77,11 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
|
|||||||
type = "numeric_stepper"
|
type = "numeric_stepper"
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function UI.create_action_item(label, action)
|
||||||
|
return {
|
||||||
|
label = label,
|
||||||
|
action = action,
|
||||||
|
type = "action_item"
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|||||||
@@ -17,6 +17,14 @@ function ConfigurationWindow.init()
|
|||||||
function(v) Config.physics.max_jumps = v end,
|
function(v) Config.physics.max_jumps = v end,
|
||||||
1, 5, 1, "%d"
|
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
|
end
|
||||||
|
|
||||||
@@ -31,23 +39,35 @@ function ConfigurationWindow.draw()
|
|||||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||||
local current_y = y_start + (i - 1) * 12
|
local current_y = y_start + (i - 1) * 12
|
||||||
local color = Config.colors.green
|
local color = Config.colors.green
|
||||||
|
|
||||||
local value = control.get()
|
if control.type == "numeric_stepper" then
|
||||||
local label_text = control.label
|
local value = control.get()
|
||||||
local value_text = string.format(control.format, value)
|
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)
|
-- 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
|
if i == ConfigurationWindow.selected_control then
|
||||||
print("<", x_start -8, current_y, color)
|
color = Config.colors.item
|
||||||
print(label_text, x_start, current_y, color) -- Shift label due to '<'
|
print("<", x_start -8, current_y, color)
|
||||||
print(value_text, value_x, current_y, color)
|
print(label_text, x_start, current_y, color) -- Shift label due to '<'
|
||||||
print(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
|
print(value_text, value_x, current_y, color)
|
||||||
else
|
print(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
|
||||||
print(label_text, x_start, current_y, color)
|
else
|
||||||
print(value_text, value_x, current_y, color)
|
print(label_text, x_start, current_y, color)
|
||||||
|
print(value_text, value_x, current_y, color)
|
||||||
|
end
|
||||||
|
elseif control.type == "action_item" then
|
||||||
|
local label_text = control.label
|
||||||
|
if i == ConfigurationWindow.selected_control then
|
||||||
|
color = Config.colors.item
|
||||||
|
print("<", x_start -8, current_y, color)
|
||||||
|
print(label_text, x_start, current_y, color)
|
||||||
|
print(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
|
||||||
|
else
|
||||||
|
print(label_text, x_start, current_y, color)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -56,13 +76,10 @@ end
|
|||||||
|
|
||||||
function ConfigurationWindow.update()
|
function ConfigurationWindow.update()
|
||||||
if Input.menu_back() then
|
if Input.menu_back() then
|
||||||
-- I need to find out how to switch back to the menu
|
|
||||||
-- For now, I'll assume a function GameWindow.set_state exists
|
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
GameWindow.set_state(WINDOW_MENU)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Navigate between controls
|
|
||||||
if Input.up() then
|
if Input.up() then
|
||||||
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
|
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
|
||||||
if ConfigurationWindow.selected_control < 1 then
|
if ConfigurationWindow.selected_control < 1 then
|
||||||
@@ -75,16 +92,21 @@ function ConfigurationWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Modify control value
|
|
||||||
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
|
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
|
||||||
if control then
|
if control then
|
||||||
local current_value = control.get()
|
if control.type == "numeric_stepper" then
|
||||||
if Input.left() then
|
local current_value = control.get()
|
||||||
local new_value = math.max(control.min, current_value - control.step)
|
if btnp(2) then -- Left
|
||||||
control.set(new_value)
|
local new_value = math.max(control.min, current_value - control.step)
|
||||||
elseif Input.right() then
|
control.set(new_value)
|
||||||
local new_value = math.min(control.max, current_value + control.step)
|
elseif btnp(3) then -- Right
|
||||||
control.set(new_value)
|
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
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -26,6 +26,11 @@ function GameWindow.draw()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function GameWindow.update()
|
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
|
Player.update() -- Call the encapsulated player update logic
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -14,17 +14,20 @@ function MenuWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MenuWindow.play()
|
function MenuWindow.new_game()
|
||||||
-- Reset player state and screen for a new game
|
Context.new_game() -- This function will be created in Context
|
||||||
Context.player.x = Config.player.start_x
|
|
||||||
Context.player.y = Config.player.start_y
|
|
||||||
Context.player.vx = 0
|
|
||||||
Context.player.vy = 0
|
|
||||||
Context.player.jumps = 0
|
|
||||||
Context.current_screen = 1
|
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
GameWindow.set_state(WINDOW_GAME)
|
||||||
end
|
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.exit()
|
function MenuWindow.exit()
|
||||||
exit()
|
exit()
|
||||||
end
|
end
|
||||||
@@ -34,9 +37,19 @@ function MenuWindow.configuration()
|
|||||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
GameWindow.set_state(WINDOW_CONFIGURATION)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Initialize menu items after actions are defined
|
function MenuWindow.refresh_menu_items()
|
||||||
Context.menu_items = {
|
Context.menu_items = {
|
||||||
{label = "Play", action = MenuWindow.play},
|
{label = "New Game", action = MenuWindow.new_game},
|
||||||
{label = "Configuration", action = MenuWindow.configuration},
|
{label = "Load Game", action = MenuWindow.load_game},
|
||||||
{label = "Exit", action = MenuWindow.exit}
|
}
|
||||||
}
|
|
||||||
|
if Context.game_in_progress then
|
||||||
|
table.insert(Context.menu_items, {label = "Save Game", action = MenuWindow.save_game})
|
||||||
|
end
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user