save/load functionality (WIP)
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This commit is contained in:
@@ -1,4 +1,4 @@
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local Config = {
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local DEFAULT_CONFIG = {
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screen = {
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screen = {
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width = 240,
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width = 240,
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height = 136
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height = 136
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@@ -30,3 +30,44 @@ local Config = {
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splash_duration = 120
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splash_duration = 120
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}
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}
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}
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}
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local Config = {
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-- Copy default values initially
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screen = DEFAULT_CONFIG.screen,
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colors = DEFAULT_CONFIG.colors,
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player = DEFAULT_CONFIG.player,
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physics = DEFAULT_CONFIG.physics,
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timing = DEFAULT_CONFIG.timing,
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}
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local CONFIG_SAVE_BANK = 7
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local CONFIG_SAVE_ADDRESS_MOVE_SPEED = 0
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local CONFIG_SAVE_ADDRESS_MAX_JUMPS = 1
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local CONFIG_MAGIC_VALUE_ADDRESS = 2
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local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
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function Config.save()
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-- Save physics settings
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mset(Config.physics.move_speed * 10, CONFIG_SAVE_ADDRESS_MOVE_SPEED, CONFIG_SAVE_BANK)
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mset(Config.physics.max_jumps, CONFIG_SAVE_ADDRESS_MAX_JUMPS, CONFIG_SAVE_BANK)
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mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
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end
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function Config.load()
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-- Check if config has been saved before using a magic value
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if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
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Config.physics.move_speed = mget(CONFIG_SAVE_ADDRESS_MOVE_SPEED, CONFIG_SAVE_BANK) / 10
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Config.physics.max_jumps = mget(CONFIG_SAVE_ADDRESS_MAX_JUMPS, CONFIG_SAVE_BANK)
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else
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Config.restore_defaults()
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end
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end
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function Config.restore_defaults()
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Config.physics.move_speed = DEFAULT_CONFIG.physics.move_speed
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Config.physics.max_jumps = DEFAULT_CONFIG.physics.max_jumps
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-- Any other configurable items should be reset here
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end
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-- Load configuration on startup
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Config.load()
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@@ -1,4 +1,31 @@
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local Context = {
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local SAVE_GAME_BANK = 6
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local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
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local SAVE_GAME_MAGIC_VALUE = 0xCA
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local SAVE_GAME_PLAYER_X_ADDRESS = 1
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local SAVE_GAME_PLAYER_Y_ADDRESS = 2
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local SAVE_GAME_PLAYER_VX_ADDRESS = 3
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local SAVE_GAME_PLAYER_VY_ADDRESS = 4
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local SAVE_GAME_PLAYER_JUMPS_ADDRESS = 5
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local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
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local VX_VY_OFFSET = 128 -- Offset for negative velocities
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-- Helper for deep copying tables
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local function clone_table(t)
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local copy = {}
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for k, v in pairs(t) do
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if type(v) == "table" then
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copy[k] = clone_table(v)
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else
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copy[k] = v
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end
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end
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return copy
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end
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local function create_initial_context()
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return {
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active_window = WINDOW_SPLASH,
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active_window = WINDOW_SPLASH,
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inventory = {},
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inventory = {},
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intro = {
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intro = {
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@@ -35,8 +62,9 @@ local Context = {
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menu_items = {},
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menu_items = {},
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selected_menu_item = 1,
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selected_menu_item = 1,
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selected_inventory_item = 1,
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selected_inventory_item = 1,
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-- Screen data
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game_in_progress = false, -- New flag
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screens = {
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-- Screen data (deep copy to ensure new game resets correctly)
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screens = clone_table({
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{
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{
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-- Screen 1
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-- Screen 1
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name = "Screen 1",
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name = "Screen 1",
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@@ -125,7 +153,7 @@ local Context = {
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{label = "I guess I am.", next_node = "you_are"}
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{label = "I guess I am.", next_node = "you_are"}
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}
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}
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},
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},
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who_are_you = {
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who_are_are = {
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text = "I'm the Oracle. And you're right on time. Want a cookie?",
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text = "I'm the Oracle. And you're right on time. Want a cookie?",
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options = {
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options = {
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{label = "Sure.", next_node = "cookie"},
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{label = "Sure.", next_node = "cookie"},
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@@ -428,5 +456,60 @@ local Context = {
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},
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},
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items = {}
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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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}
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}
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end
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Context = create_initial_context()
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local function reset_context_to_initial_state()
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local initial_state = create_initial_context()
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-- Clear existing keys from Context
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for k in pairs(Context) do
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Context[k] = nil
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end
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-- Copy all properties from initial_state to Context
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for k, v in pairs(initial_state) do
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Context[k] = v
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end
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end
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function Context.new_game()
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reset_context_to_initial_state()
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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end
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function Context.save_game()
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if not Context.game_in_progress then return end
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mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
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mset(Context.player.x * 10, SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK)
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mset(Context.player.y * 10, SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK)
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mset( (Context.player.vx * 100) + VX_VY_OFFSET, SAVE_GAME_PLAYER_VX_ADDRESS, SAVE_GAME_BANK)
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mset( (Context.player.vy * 100) + VX_VY_OFFSET, SAVE_GAME_PLAYER_VY_ADDRESS, SAVE_GAME_BANK)
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mset(Context.player.jumps, SAVE_GAME_PLAYER_JUMPS_ADDRESS, SAVE_GAME_BANK)
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mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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end
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function Context.load_game()
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if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
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-- No saved game found, start a new one
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Context.new_game()
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return
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end
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reset_context_to_initial_state()
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Context.player.x = mget(SAVE_GAME_PLAYER_X_ADDRESS, SAVE_GAME_BANK) / 10
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Context.player.y = mget(SAVE_GAME_PLAYER_Y_ADDRESS, SAVE_GAME_BANK) / 10
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Context.player.vx = (mget(SAVE_GAME_PLAYER_VX_ADDRESS, SAVE_GAME_BANK) - VX_VY_OFFSET) / 100
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Context.player.vy = (mget(SAVE_GAME_PLAYER_VY_ADDRESS, SAVE_GAME_BANK) - VX_VY_OFFSET) / 100
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Context.player.jumps = mget(SAVE_GAME_PLAYER_JUMPS_ADDRESS, SAVE_GAME_BANK)
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Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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end
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@@ -3,5 +3,5 @@
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-- desc: Life of a programmer in the Vector
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-- desc: Life of a programmer in the Vector
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-- site: https://github.com/rastasi/mranderson
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-- site: https://github.com/rastasi/mranderson
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-- license: MIT License
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-- license: MIT License
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-- version: 0.11
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-- version: 0.12
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-- script: lua
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-- script: lua
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@@ -1,8 +1,8 @@
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function Input.up() return btnp(0) end
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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.down() return btnp(1) end
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function Input.left() return btnp(2) end
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function Input.left() return btn(2) end
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function Input.right() return btnp(3) end
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function Input.right() return btn(3) end
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function Input.player_jump() return btnp(4) end
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function Input.player_jump() return btnp(4) end
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function Input.menu_confirm() return btnp(4) end
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function Input.menu_confirm() return btnp(4) end
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function Input.player_interact() return btnp(5) end -- B button
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function Input.player_interact() return btnp(5) end -- B button
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function Input.menu_back() return btnp(5) end
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function Input.menu_back() return btnp(7) end
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@@ -35,7 +35,18 @@ local STATE_HANDLERS = {
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end,
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end,
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}
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}
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local initialized_game = false
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function init_game()
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if initialized_game then return end
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MenuWindow.refresh_menu_items()
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initialized_game = true
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end
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function TIC()
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function TIC()
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init_game()
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cls(Config.colors.black)
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cls(Config.colors.black)
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local handler = STATE_HANDLERS[Context.active_window]
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local handler = STATE_HANDLERS[Context.active_window]
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if handler then
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if handler then
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@@ -77,3 +77,11 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
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type = "numeric_stepper"
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type = "numeric_stepper"
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}
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}
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end
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end
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function UI.create_action_item(label, action)
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return {
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label = label,
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action = action,
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type = "action_item"
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}
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end
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@@ -17,6 +17,14 @@ function ConfigurationWindow.init()
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function(v) Config.physics.max_jumps = v end,
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function(v) Config.physics.max_jumps = v end,
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1, 5, 1, "%d"
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1, 5, 1, "%d"
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),
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),
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UI.create_action_item(
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"Save",
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function() Config.save() end
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),
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UI.create_action_item(
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"Restore Defaults",
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function() Config.restore_defaults() end
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),
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}
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}
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end
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end
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@@ -32,6 +40,7 @@ function ConfigurationWindow.draw()
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local current_y = y_start + (i - 1) * 12
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local current_y = y_start + (i - 1) * 12
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local color = Config.colors.green
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local color = Config.colors.green
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if control.type == "numeric_stepper" then
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local value = control.get()
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local value = control.get()
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local label_text = control.label
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local label_text = control.label
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local value_text = string.format(control.format, value)
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local value_text = string.format(control.format, value)
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@@ -49,6 +58,17 @@ function ConfigurationWindow.draw()
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print(label_text, x_start, current_y, color)
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print(label_text, x_start, current_y, color)
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print(value_text, value_x, current_y, color)
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print(value_text, value_x, current_y, color)
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end
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end
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elseif control.type == "action_item" then
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local label_text = control.label
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if i == ConfigurationWindow.selected_control then
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color = Config.colors.item
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print("<", x_start -8, current_y, color)
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print(label_text, x_start, current_y, color)
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print(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
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else
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print(label_text, x_start, current_y, color)
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end
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end
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end
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end
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print("Press B to go back", x_start, 120, Config.colors.light_grey)
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print("Press B to go back", x_start, 120, Config.colors.light_grey)
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@@ -56,13 +76,10 @@ end
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|
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function ConfigurationWindow.update()
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function ConfigurationWindow.update()
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if Input.menu_back() then
|
if Input.menu_back() then
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-- I need to find out how to switch back to the menu
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-- For now, I'll assume a function GameWindow.set_state exists
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GameWindow.set_state(WINDOW_MENU)
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GameWindow.set_state(WINDOW_MENU)
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return
|
return
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end
|
end
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|
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-- Navigate between controls
|
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if Input.up() then
|
if Input.up() then
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ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
|
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
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if ConfigurationWindow.selected_control < 1 then
|
if ConfigurationWindow.selected_control < 1 then
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@@ -75,16 +92,21 @@ function ConfigurationWindow.update()
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end
|
end
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end
|
end
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|
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-- Modify control value
|
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local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
|
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
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if control then
|
if control then
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|
if control.type == "numeric_stepper" then
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local current_value = control.get()
|
local current_value = control.get()
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if Input.left() then
|
if btnp(2) then -- Left
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local new_value = math.max(control.min, current_value - control.step)
|
local new_value = math.max(control.min, current_value - control.step)
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control.set(new_value)
|
control.set(new_value)
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elseif Input.right() then
|
elseif btnp(3) then -- Right
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local new_value = math.min(control.max, current_value + control.step)
|
local new_value = math.min(control.max, current_value + control.step)
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control.set(new_value)
|
control.set(new_value)
|
||||||
end
|
end
|
||||||
|
elseif control.type == "action_item" then
|
||||||
|
if Input.menu_confirm() then
|
||||||
|
control.action()
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -26,6 +26,11 @@ function GameWindow.draw()
|
|||||||
end
|
end
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|
|
||||||
function GameWindow.update()
|
function GameWindow.update()
|
||||||
|
if Input.menu_back() then
|
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|
Context.active_window = WINDOW_MENU
|
||||||
|
MenuWindow.refresh_menu_items()
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||||||
|
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