From 0e0815d761369a983afbce9bbc93623e33a62908 Mon Sep 17 00:00:00 2001 From: Zsolt Tasnadi Date: Sun, 7 Dec 2025 22:39:22 +0100 Subject: [PATCH] v0.3 refact round --- mranderson.lua | 491 +++++++++++++++++++++++++++---------------------- 1 file changed, 269 insertions(+), 222 deletions(-) diff --git a/mranderson.lua b/mranderson.lua index 8c147f3..d33e26c 100644 --- a/mranderson.lua +++ b/mranderson.lua @@ -3,286 +3,334 @@ -- desc: Life of a programmer in the Matrix -- site: http://teletype.hu -- license: MIT License --- version: 0.1 +-- version: 0.3 -- script: lua --- Game constants -SCREEN_WIDTH = 240 -SCREEN_HEIGHT = 136 - --- Colors -COLOR_BLACK = 0 -COLOR_LIGHT_GREY = 13 -COLOR_DARK_GREY = 14 -COLOR_GREEN = 6 -COLOR_NPC = 8 - --- Game state -STATE_SPLASH = 0 -STATE_MENU = 1 -STATE_GAME = 2 -STATE_DIALOG = 3 - --- Player constants -PLAYER_WIDTH = 8 -PLAYER_HEIGHT = 8 -PLAYER_START_X = 120 -PLAYER_START_Y = 128 - --- Ground constants -GROUND_X = 0 -GROUND_Y = 136 -GROUND_W = 240 -GROUND_H = 8 - --- Physics constants -GRAVITY = 0.5 -JUMP_POWER = -5 -MOVE_SPEED = 1.5 -MAX_JUMPS = 2 - --- Global variables (initialized) -local gameState = STATE_SPLASH -local currentScreen = 1 -local dialog_text = "" -local splash_timer = 120 -- 2 seconds at 60fps - --- Player properties -local player = { - x = PLAYER_START_X, - y = PLAYER_START_Y, - w = PLAYER_WIDTH, - h = PLAYER_HEIGHT, - vx = 0, - vy = 0, - jumps = 0 +-------------------------------------------------------------------------------- +-- Game Configuration +-------------------------------------------------------------------------------- +local Config = { + screen = { + width = 240, + height = 136 + }, + colors = { + black = 0, + light_grey = 13, + dark_grey = 14, + green = 6, + npc = 8 + }, + player = { + w = 8, + h = 8, + start_x = 120, + start_y = 128, + }, + physics = { + gravity = 0.5, + jump_power = -5, + move_speed = 1.5, + max_jumps = 2, + }, + timing = { + splash_duration = 120 -- 2 seconds at 60fps + } } --- Ground properties -local ground = { - x = GROUND_X, - y = GROUND_Y, - w = GROUND_W, - h = GROUND_H +-------------------------------------------------------------------------------- +-- Game States +-------------------------------------------------------------------------------- +local GAME_STATE_SPLASH = 0 +local GAME_STATE_MENU = 1 +local GAME_STATE_GAME = 2 +local GAME_STATE_DIALOG = 3 + +-------------------------------------------------------------------------------- +-- Modules +-------------------------------------------------------------------------------- +local Splash = {} +local Menu = {} +local Game = {} +local UI = {} +local Input = {} + +-------------------------------------------------------------------------------- +-- Game State +-------------------------------------------------------------------------------- +local State = { + game_state = GAME_STATE_SPLASH, + current_screen = 1, + dialog_text = "", + splash_timer = Config.timing.splash_duration, + player = { + x = Config.player.start_x, + y = Config.player.start_y, + w = Config.player.w, + h = Config.player.h, + vx = 0, + vy = 0, + jumps = 0 + }, + ground = { + x = 0, + y = Config.screen.height, + w = Config.screen.width, + h = 8 + }, + menu_items = {"Play", "Exit"}, + selected_menu_item = 1, + -- Screen data + screens = { + { -- Screen 1 + name = "Screen 1", + platforms = { + {x = 80, y = 110, w = 40, h = 8}, + {x = 160, y = 90, w = 40, h = 8} + }, + npcs = { + {x = 180, y = 82, name = "Trinity"}, + {x = 90, y = 102, name = "Oracle"} + } + }, + { -- 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"}, + {x = 40, y = 92, name = "Tank"} + } + }, + { -- 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"}, + {x = 160, y = 62, name = "Cypher"} + } + } + } } --- Menu properties -local menuItems = {"Play", "Exit"} -local selectedMenuItem = 1 +-------------------------------------------------------------------------------- +-- Input Module +-------------------------------------------------------------------------------- +function Input.up() return btnp(0) end +function Input.down() return btnp(1) end +function Input.left() return btn(2) end +function Input.right() return btn(3) end +function Input.action() return btnp(4) end +function Input.back() return btnp(5) end -local function draw_splash() - cls(COLOR_BLACK) - print("Mr. Anderson's", 78, 60, COLOR_LIGHT_GREY) - print("Addventure", 90, 70, COLOR_LIGHT_GREY) +-------------------------------------------------------------------------------- +-- UI Module +-------------------------------------------------------------------------------- +function UI.draw_top_bar(title) + rect(0, 0, Config.screen.width, 10, Config.colors.black) + print(title, 3, 2, Config.colors.light_grey) end -local function update_splash() - splash_timer = splash_timer - 1 - if splash_timer <= 0 then - gameState = STATE_MENU +function UI.draw_dialog() + rect(40, 50, 160, 40, Config.colors.black) + rectb(40, 50, 160, 40, Config.colors.dark_grey) + print(State.dialog_text, 120 - #State.dialog_text * 2, 68, Config.colors.light_grey) +end + +-------------------------------------------------------------------------------- +-- Splash Module +-------------------------------------------------------------------------------- +function Splash.draw() + cls(Config.colors.black) + print("Mr. Anderson's", 78, 60, Config.colors.light_grey) + print("Addventure", 90, 70, Config.colors.light_grey) +end + +function Splash.update() + State.splash_timer = State.splash_timer - 1 + if State.splash_timer <= 0 then + State.game_state = GAME_STATE_MENU end end -local function draw_top_bar(title) - rect(0, 0, SCREEN_WIDTH, 10, COLOR_BLACK) - print(title, 3, 2, COLOR_LIGHT_GREY) -end - -local function draw_menu() - cls(COLOR_LIGHT_GREY) - draw_top_bar("Main Menu") - for i, item in ipairs(menuItems) do - local color = COLOR_DARK_GREY - if i == selectedMenuItem then - color = COLOR_GREEN +-------------------------------------------------------------------------------- +-- Menu Module +-------------------------------------------------------------------------------- +function Menu.draw() + cls(Config.colors.light_grey) + UI.draw_top_bar("Main Menu") + for i, item in ipairs(State.menu_items) do + local color = Config.colors.dark_grey + if i == State.selected_menu_item then + color = Config.colors.green end print(item, 108, 70 + (i-1)*10, color) end end -local function update_menu() - if btnp(0) then -- Up - selectedMenuItem = selectedMenuItem - 1 - if selectedMenuItem < 1 then - selectedMenuItem = #menuItems +function Menu.update() + if Input.up() then + State.selected_menu_item = State.selected_menu_item - 1 + if State.selected_menu_item < 1 then + State.selected_menu_item = #State.menu_items end - elseif btnp(1) then -- Down - selectedMenuItem = selectedMenuItem + 1 - if selectedMenuItem > #menuItems then - selectedMenuItem = 1 + elseif Input.down() then + State.selected_menu_item = State.selected_menu_item + 1 + if State.selected_menu_item > #State.menu_items then + State.selected_menu_item = 1 end end - if btnp(4) or btnp(5) then -- A or B button - if selectedMenuItem == 1 then -- Play + if Input.action() or Input.back() then + if State.selected_menu_item == 1 then -- Play -- Reset player state and screen for a new game - player.x = PLAYER_START_X - player.y = PLAYER_START_Y - player.vx = 0 - player.vy = 0 - player.jumps = 0 - currentScreen = 1 - gameState = STATE_GAME - elseif selectedMenuItem == 2 then -- Exit + State.player.x = Config.player.start_x + State.player.y = Config.player.start_y + State.player.vx = 0 + State.player.vy = 0 + State.player.jumps = 0 + State.current_screen = 1 + State.game_state = GAME_STATE_GAME + elseif State.selected_menu_item == 2 then -- Exit exit() end end end --- Screen data -local screens = { - { -- Screen 1 - name = "Screen 1", - platforms = { - {x = 80, y = 110, w = 40, h = 8}, - {x = 160, y = 90, w = 40, h = 8} - }, - npcs = { - {x = 180, y = 82, name = "Trinity"}, - {x = 90, y = 102, name = "Oracle"} - } - }, - { -- 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"}, - {x = 40, y = 92, name = "Tank"} - } - }, - { -- 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"}, - {x = 160, y = 62, name = "Cypher"} - } - } -} +-------------------------------------------------------------------------------- +-- Game Module +-------------------------------------------------------------------------------- +function Game.draw() + local currentScreenData = State.screens[State.current_screen] + + cls(Config.colors.light_grey) + UI.draw_top_bar(currentScreenData.name) -local function game_update() - -- Handle input - if btn(2) then - player.vx = -MOVE_SPEED - elseif btn(3) then - player.vx = MOVE_SPEED - else - player.vx = 0 + -- Draw platforms + for _, p in ipairs(currentScreenData.platforms) do + rect(p.x, p.y, p.w, p.h, Config.colors.dark_grey) + end + + -- Draw NPCs + for _, npc in ipairs(currentScreenData.npcs) do + rect(npc.x, npc.y, Config.player.w, Config.player.h, Config.colors.npc) end - if btnp(4) and player.jumps < MAX_JUMPS then - player.vy = JUMP_POWER - player.jumps = player.jumps + 1 + -- Draw ground + rect(State.ground.x, State.ground.y, State.ground.w, State.ground.h, Config.colors.dark_grey) + + -- Draw player + rect(State.player.x, State.player.y, State.player.w, State.player.h, Config.colors.green) +end + +function Game.update() + -- Handle input + if Input.left() then + State.player.vx = -Config.physics.move_speed + elseif Input.right() then + State.player.vx = Config.physics.move_speed + else + State.player.vx = 0 + end + + if Input.action() and State.player.jumps < Config.physics.max_jumps then + State.player.vy = Config.physics.jump_power + State.player.jumps = State.player.jumps + 1 end -- Update player position - player.x = player.x + player.vx - player.y = player.y + player.vy + State.player.x = State.player.x + State.player.vx + State.player.y = State.player.y + State.player.vy -- Screen transition - if player.x > SCREEN_WIDTH - player.w then - if currentScreen < #screens then - currentScreen = currentScreen + 1 - player.x = 0 + if State.player.x > Config.screen.width - State.player.w then + if State.current_screen < #State.screens then + State.current_screen = State.current_screen + 1 + State.player.x = 0 else - player.x = SCREEN_WIDTH - player.w + State.player.x = Config.screen.width - State.player.w end - elseif player.x < 0 then - if currentScreen > 1 then - currentScreen = currentScreen - 1 - player.x = SCREEN_WIDTH - player.w + elseif State.player.x < 0 then + if State.current_screen > 1 then + State.current_screen = State.current_screen - 1 + State.player.x = Config.screen.width - State.player.w else - player.x = 0 + State.player.x = 0 end end -- Apply gravity - player.vy = player.vy + GRAVITY + State.player.vy = State.player.vy + Config.physics.gravity - local currentScreenData = screens[currentScreen] - local currentPlatforms = currentScreenData.platforms + local currentScreenData = State.screens[State.current_screen] -- Collision detection with platforms - for i, p in ipairs(currentPlatforms) do - if player.vy > 0 and player.y + player.h >= p.y and player.y + player.h <= p.y + p.h and player.x + player.w > p.x and player.x < p.x + p.w then - player.y = p.y - player.h - player.vy = 0 - player.jumps = 0 + for _, p in ipairs(currentScreenData.platforms) do + if State.player.vy > 0 and State.player.y + State.player.h >= p.y and State.player.y + State.player.h <= p.y + p.h and State.player.x + State.player.w > p.x and State.player.x < p.x + p.w then + State.player.y = p.y - State.player.h + State.player.vy = 0 + State.player.jumps = 0 end end -- Collision detection with ground - if player.y + player.h > ground.y and player.x + player.w > ground.x and player.x < ground.x + ground.w then - player.y = ground.y - player.h - player.vy = 0 - player.jumps = 0 + if State.player.y + State.player.h > State.ground.y then + State.player.y = State.ground.y - State.player.h + State.player.vy = 0 + State.player.jumps = 0 end -- NPC interaction - if btnp(4) then - for i, npc in ipairs(currentScreenData.npcs) do - if math.abs(player.x - npc.x) < 12 and math.abs(player.y - npc.y) < 12 then - dialog_text = npc.name - gameState = STATE_DIALOG + if Input.action() then + for _, npc in ipairs(currentScreenData.npcs) do + if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then + State.dialog_text = npc.name + State.game_state = GAME_STATE_DIALOG end end end - - -- Clear screen - cls(COLOR_LIGHT_GREY) - - draw_top_bar(currentScreenData.name) - - -- Draw platforms - for i, p in ipairs(currentPlatforms) do - rect(p.x, p.y, p.w, p.h, COLOR_DARK_GREY) - end - - -- Draw NPCs - for i, npc in ipairs(currentScreenData.npcs) do - rect(npc.x, npc.y, PLAYER_WIDTH, PLAYER_HEIGHT, COLOR_NPC) - end - - -- Draw ground - rect(ground.x, ground.y, ground.w, ground.h, COLOR_DARK_GREY) - - -- Draw player - rect(player.x, player.y, player.w, player.h, COLOR_GREEN) end -local function draw_dialog() - rect(40, 50, 160, 40, COLOR_BLACK) - rectb(40, 50, 160, 40, COLOR_DARK_GREY) - print(dialog_text, 120 - #dialog_text * 2, 68, COLOR_DARK_GREY) -end - -local function update_dialog() - if btnp(4) or btnp(5) then - gameState = STATE_GAME +function Game.update_dialog() + if Input.action() or Input.back() then + State.game_state = GAME_STATE_GAME end end +-------------------------------------------------------------------------------- +-- Main Game Loop +-------------------------------------------------------------------------------- +local STATE_HANDLERS = { + [GAME_STATE_SPLASH] = function() + Splash.update() + Splash.draw() + end, + [GAME_STATE_MENU] = function() + Menu.update() + Menu.draw() + end, + [GAME_STATE_GAME] = function() + Game.update() + Game.draw() + end, + [GAME_STATE_DIALOG] = function() + Game.draw() -- Draw game behind dialog + UI.draw_dialog() + Game.update_dialog() + end, +} + function TIC() - if gameState == STATE_SPLASH then - update_splash() - draw_splash() - elseif gameState == STATE_MENU then - update_menu() - draw_menu() - elseif gameState == STATE_GAME then - game_update() - elseif gameState == STATE_DIALOG then - game_update() -- keep drawing the game state in the background - draw_dialog() - update_dialog() + local handler = STATE_HANDLERS[State.game_state] + if handler then + handler() end end @@ -314,5 +362,4 @@ end -- -- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 --- - +-- \ No newline at end of file