save/load functionality (WIP)
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
local Config = {
|
||||
local DEFAULT_CONFIG = {
|
||||
screen = {
|
||||
width = 240,
|
||||
height = 136
|
||||
@@ -30,3 +30,44 @@ local Config = {
|
||||
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()
|
||||
|
||||
@@ -1,4 +1,31 @@
|
||||
local Context = {
|
||||
local SAVE_GAME_BANK = 6
|
||||
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||
|
||||
local SAVE_GAME_PLAYER_X_ADDRESS = 1
|
||||
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
|
||||
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
|
||||
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
|
||||
local SAVE_GAME_PLAYER_JUMPS_ADDRESS = 5
|
||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||
|
||||
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 = {
|
||||
@@ -35,8 +62,9 @@ local Context = {
|
||||
menu_items = {},
|
||||
selected_menu_item = 1,
|
||||
selected_inventory_item = 1,
|
||||
-- Screen data
|
||||
screens = {
|
||||
game_in_progress = false, -- New flag
|
||||
-- Screen data (deep copy to ensure new game resets correctly)
|
||||
screens = clone_table({
|
||||
{
|
||||
-- Screen 1
|
||||
name = "Screen 1",
|
||||
@@ -125,7 +153,7 @@ local Context = {
|
||||
{label = "I guess I am.", next_node = "you_are"}
|
||||
}
|
||||
},
|
||||
who_are_you = {
|
||||
who_are_are = {
|
||||
text = "I'm the Oracle. And you're right on time. Want a cookie?",
|
||||
options = {
|
||||
{label = "Sure.", next_node = "cookie"},
|
||||
@@ -428,5 +456,60 @@ local Context = {
|
||||
},
|
||||
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
|
||||
-- site: https://github.com/rastasi/mranderson
|
||||
-- license: MIT License
|
||||
-- version: 0.11
|
||||
-- version: 0.12
|
||||
-- script: lua
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
function Input.up() return btnp(0) end
|
||||
function Input.down() return btnp(1) end
|
||||
function Input.left() return btnp(2) end
|
||||
function Input.right() return btnp(3) end
|
||||
function Input.left() return btn(2) end
|
||||
function Input.right() return btn(3) end
|
||||
function Input.player_jump() return btnp(4) end
|
||||
function Input.menu_confirm() return btnp(4) end
|
||||
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,
|
||||
}
|
||||
|
||||
local initialized_game = false
|
||||
|
||||
function init_game()
|
||||
if initialized_game then return end
|
||||
|
||||
MenuWindow.refresh_menu_items()
|
||||
initialized_game = true
|
||||
end
|
||||
|
||||
function TIC()
|
||||
init_game()
|
||||
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[Context.active_window]
|
||||
if handler then
|
||||
|
||||
@@ -77,3 +77,11 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
|
||||
type = "numeric_stepper"
|
||||
}
|
||||
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,
|
||||
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
|
||||
|
||||
@@ -32,6 +40,7 @@ function ConfigurationWindow.draw()
|
||||
local current_y = y_start + (i - 1) * 12
|
||||
local color = Config.colors.green
|
||||
|
||||
if control.type == "numeric_stepper" then
|
||||
local value = control.get()
|
||||
local label_text = control.label
|
||||
local value_text = string.format(control.format, value)
|
||||
@@ -49,6 +58,17 @@ function ConfigurationWindow.draw()
|
||||
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
|
||||
|
||||
print("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
@@ -56,13 +76,10 @@ end
|
||||
|
||||
function ConfigurationWindow.update()
|
||||
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)
|
||||
return
|
||||
end
|
||||
|
||||
-- Navigate between controls
|
||||
if Input.up() then
|
||||
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
|
||||
if ConfigurationWindow.selected_control < 1 then
|
||||
@@ -75,16 +92,21 @@ function ConfigurationWindow.update()
|
||||
end
|
||||
end
|
||||
|
||||
-- Modify control value
|
||||
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
|
||||
if control then
|
||||
if control.type == "numeric_stepper" then
|
||||
local current_value = control.get()
|
||||
if Input.left() then
|
||||
if btnp(2) then -- Left
|
||||
local new_value = math.max(control.min, current_value - control.step)
|
||||
control.set(new_value)
|
||||
elseif Input.right() then
|
||||
elseif btnp(3) then -- Right
|
||||
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
|
||||
|
||||
@@ -26,6 +26,11 @@ function GameWindow.draw()
|
||||
end
|
||||
|
||||
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
|
||||
end
|
||||
|
||||
|
||||
@@ -14,17 +14,20 @@ function MenuWindow.update()
|
||||
end
|
||||
end
|
||||
|
||||
function MenuWindow.play()
|
||||
-- Reset player state and screen for a new game
|
||||
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
|
||||
function MenuWindow.new_game()
|
||||
Context.new_game() -- This function will be created in Context
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
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()
|
||||
exit()
|
||||
end
|
||||
@@ -34,9 +37,19 @@ function MenuWindow.configuration()
|
||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
||||
end
|
||||
|
||||
-- Initialize menu items after actions are defined
|
||||
Context.menu_items = {
|
||||
{label = "Play", action = MenuWindow.play},
|
||||
{label = "Configuration", action = MenuWindow.configuration},
|
||||
{label = "Exit", action = MenuWindow.exit}
|
||||
}
|
||||
function MenuWindow.refresh_menu_items()
|
||||
Context.menu_items = {
|
||||
{label = "New Game", action = MenuWindow.new_game},
|
||||
{label = "Load Game", action = MenuWindow.load_game},
|
||||
}
|
||||
|
||||
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