State postfix
This commit is contained in:
@@ -54,17 +54,17 @@ local GAME_STATE_INVENTORY_ACTION = 6
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--------------------------------------------------------------------------------
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-- Modules
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--------------------------------------------------------------------------------
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local Splash = {}
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local Intro = {}
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local Menu = {}
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local Game = {}
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local SplashState = {}
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local IntroState = {}
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local MenuState = {}
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local GameState = {}
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local UI = {}
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local Input = {}
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local Inventory = {}
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local InventoryState = {}
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local NpcActions = {}
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local ItemActions = {}
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local MenuActions = {}
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local Dialog = {}
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local DialogState = {}
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--------------------------------------------------------------------------------
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-- Game State
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@@ -153,7 +153,7 @@ local State = {
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--------------------------------------------------------------------------------
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-- Inventory Module
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--------------------------------------------------------------------------------
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function Inventory.draw()
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function InventoryState.draw()
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cls(Config.colors.dark_grey)
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UI.draw_top_bar("Inventory")
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@@ -171,11 +171,11 @@ function Inventory.draw()
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end
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end
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function Inventory.update()
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function InventoryState.update()
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State.selected_inventory_item = UI.update_menu(State.inventory, State.selected_inventory_item)
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if Input.menu_confirm() and #State.inventory > 0 then
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Dialog.show_menu_dialog(selected_item, {
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DialogState.show_menu_dialog(selected_item, {
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{label = "Use", action = ItemActions.use},
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{label = "Drop", action = ItemActions.drop},
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{label = "Look at", action = ItemActions.look_at},
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@@ -229,7 +229,7 @@ function ItemActions.use()
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State.game_state = GAME_STATE_INVENTORY
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end
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function ItemActions.look_at()
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Dialog.show_description_dialog(State.active_entity, State.active_entity.desc)
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DialogState.show_description_dialog(State.active_entity, State.active_entity.desc)
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end
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function ItemActions.put_away()
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-- Add item to inventory
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@@ -296,10 +296,10 @@ function UI.draw_top_bar(title)
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end
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function UI.draw_dialog()
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Dialog.draw()
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DialogState.draw()
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end
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function Dialog.draw()
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function DialogState.draw()
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rect(40, 40, 160, 80, Config.colors.black)
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rectb(40, 40, 160, 80, Config.colors.green)
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@@ -390,13 +390,13 @@ 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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function SplashState.draw()
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cls(Config.colors.dark_grey)
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print("Mr. Anderson's", 78, 60, Config.colors.green)
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print("Addventure", 90, 70, Config.colors.green)
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end
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function Splash.update()
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function SplashState.update()
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State.splash_timer = State.splash_timer - 1
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if State.splash_timer <= 0 or Input.menu_confirm() then
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State.game_state = GAME_STATE_INTRO
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@@ -406,13 +406,13 @@ end
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--------------------------------------------------------------------------------
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-- Intro Module
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--------------------------------------------------------------------------------
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function Intro.draw()
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function IntroState.draw()
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cls(Config.colors.dark_grey)
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local x = (Config.screen.width - 132) / 2 -- Centered text
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print(State.intro.text, x, State.intro.y, Config.colors.green)
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end
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function Intro.update()
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function IntroState.update()
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State.intro.y = State.intro.y - State.intro.speed
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-- Count lines in intro text to determine when scrolling is done
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@@ -435,13 +435,13 @@ 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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function MenuState.draw()
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cls(Config.colors.dark_grey)
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UI.draw_top_bar("Main Menu")
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UI.draw_menu(State.menu_items, State.selected_menu_item, 108, 70)
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end
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function Menu.update()
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function MenuState.update()
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State.selected_menu_item = UI.update_menu(State.menu_items, State.selected_menu_item)
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if Input.menu_confirm() then
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@@ -455,7 +455,7 @@ 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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function GameState.draw()
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local currentScreenData = State.screens[State.current_screen]
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cls(Config.colors.dark_grey)
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@@ -483,7 +483,7 @@ function Game.draw()
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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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function GameState.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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@@ -545,7 +545,7 @@ function Game.update()
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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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Dialog.show_menu_dialog(npc, {
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DialogState.show_menu_dialog(npc, {
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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 = "Go back", action = NpcActions.go_back}
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@@ -559,7 +559,7 @@ function Game.update()
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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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Dialog.show_menu_dialog(item, {
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DialogState.show_menu_dialog(item, {
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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 = "Put away", action = ItemActions.put_away},
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@@ -578,11 +578,9 @@ function Game.update()
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end
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end
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function Game.update_dialog()
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Dialog.update()
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end
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function Dialog.update()
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function DialogState.update()
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if State.showing_description then
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if Input.menu_confirm() or Input.menu_back() then
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State.showing_description = false
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@@ -605,7 +603,7 @@ function Dialog.update()
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end
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end
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function Dialog.show_menu_dialog(entity, menu_items, dialog_game_state)
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function DialogState.show_menu_dialog(entity, menu_items, dialog_game_state)
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State.active_entity = entity
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State.dialog_text = "" -- Initial dialog text is empty, name is title
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State.game_state = dialog_game_state or GAME_STATE_DIALOG
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@@ -614,7 +612,7 @@ function Dialog.show_menu_dialog(entity, menu_items, dialog_game_state)
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State.selected_dialog_menu_item = 1
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end
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function Dialog.show_description_dialog(entity, description_text)
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function DialogState.show_description_dialog(entity, description_text)
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State.active_entity = entity
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State.dialog_text = description_text
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State.game_state = GAME_STATE_DIALOG -- Or GAME_STATE_INVENTORY_ACTION depending on context, but GAME_STATE_DIALOG is fine for now
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@@ -627,34 +625,34 @@ end
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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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SplashState.update()
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SplashState.draw()
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end,
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[GAME_STATE_INTRO] = function()
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Intro.update()
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Intro.draw()
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IntroState.update()
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IntroState.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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MenuState.update()
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MenuState.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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GameState.update()
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GameState.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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Dialog.draw()
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Dialog.update()
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GameState.draw() -- Draw game behind dialog
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DialogState.draw()
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DialogState.update()
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end,
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[GAME_STATE_INVENTORY] = function()
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Inventory.update()
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Inventory.draw()
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InventoryState.update()
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InventoryState.draw()
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end,
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[GAME_STATE_INVENTORY_ACTION] = function()
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Inventory.draw() -- Draw inventory behind dialog
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Dialog.draw()
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Dialog.update()
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InventoryState.draw() -- Draw inventory behind dialog
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DialogState.draw()
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DialogState.update()
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end,
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}
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