order inc files to folders
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98
inc/entity/entity.player.lua
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98
inc/entity/entity.player.lua
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function Player.draw()
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spr(Context.player.sprite_id, Context.player.x, Context.player.y, 0)
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end
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function Player.update()
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-- Handle input
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if Input.left() then
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Context.player.vx = -Config.physics.move_speed
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elseif Input.right() then
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Context.player.vx = Config.physics.move_speed
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else
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Context.player.vx = 0
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end
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if Input.player_jump() and Context.player.jumps < Config.physics.max_jumps then
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Context.player.vy = Config.physics.jump_power
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Context.player.jumps = Context.player.jumps + 1
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end
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-- Update player position
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Context.player.x = Context.player.x + Context.player.vx
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Context.player.y = Context.player.y + Context.player.vy
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-- Screen transition
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if Context.player.x > Config.screen.width - Context.player.w then
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if Context.current_screen < #Context.screens then
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Context.current_screen = Context.current_screen + 1
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Context.player.x = 0
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else
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Context.player.x = Config.screen.width - Context.player.w
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end
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elseif Context.player.x < 0 then
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if Context.current_screen > 1 then
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Context.current_screen = Context.current_screen - 1
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Context.player.x = Config.screen.width - Context.player.w
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else
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Context.player.x = 0
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end
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end
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-- Apply gravity
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Context.player.vy = Context.player.vy + Config.physics.gravity
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local currentScreenData = Context.screens[Context.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 Context.player.vy > 0 and Context.player.y + Context.player.h >= p.y and Context.player.y + Context.player.h <= p.y + p.h and Context.player.x + Context.player.w > p.x and Context.player.x < p.x + p.w then
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Context.player.y = p.y - Context.player.h
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Context.player.vy = 0
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Context.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 Context.player.y + Context.player.h > Context.ground.y then
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Context.player.y = Context.ground.y - Context.player.h
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Context.player.vy = 0
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Context.player.jumps = 0
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end
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-- Entity interaction
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if Input.player_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(Context.player.x - npc.x) < Config.physics.interaction_radius_npc and math.abs(Context.player.y - npc.y) < Config.physics.interaction_radius_npc then
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PopupWindow.show_menu_dialog(npc, {
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{label = "Talk to", action = NPC.talk_to},
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{label = "Fight", action = NPC.fight},
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{label = "Go back", action = NPC.go_back}
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}, WINDOW_POPUP)
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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 not interaction_found then
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-- Item interaction
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for _, item in ipairs(currentScreenData.items) do
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if math.abs(Context.player.x - item.x) < Config.physics.interaction_radius_item and math.abs(Context.player.y - item.y) < Config.physics.interaction_radius_item then
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PopupWindow.show_menu_dialog(item, {
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{label = "Use", action = Item.use},
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{label = "Look at", action = Item.look_at},
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{label = "Put away", action = Item.put_away},
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{label = "Go back", action = Item.go_back_from_item_dialog}
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}, WINDOW_POPUP)
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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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end
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-- If no interaction happened, open inventory
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if not interaction_found then
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GameWindow.set_state(WINDOW_INVENTORY)
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end
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end
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end
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