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mranderson/mranderson.lua
2025-12-09 07:45:48 +01:00

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21 KiB
Lua

-- title: Mr Anderson's Adventure
-- author: Zsolt Tasnadi
-- desc: Life of a programmer in the Vector
-- site: http://teletype.hu
-- license: MIT License
-- version: 0.7
-- script: lua
--------------------------------------------------------------------------------
-- Game Configuration
--------------------------------------------------------------------------------
local Config = {
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
green = 6,
npc = 8,
item = 12 -- yellow
},
player = {
w = 8,
h = 8,
start_x = 120,
start_y = 128,
sprite_id = 1
},
physics = {
gravity = 0.5,
jump_power = -5,
move_speed = 1.5,
max_jumps = 2,
},
timing = {
splash_duration = 120 -- 2 seconds at 60fps
}
}
--------------------------------------------------------------------------------
-- Game States
--------------------------------------------------------------------------------
local GAME_STATE_SPLASH = 0
local GAME_STATE_INTRO = 1
local GAME_STATE_MENU = 2
local GAME_STATE_GAME = 3
local GAME_STATE_DIALOG = 4
local GAME_STATE_INVENTORY = 5
local GAME_STATE_INVENTORY_ACTION = 6
--------------------------------------------------------------------------------
-- Modules
--------------------------------------------------------------------------------
local SplashState = {}
local IntroState = {}
local MenuState = {}
local GameState = {}
local UI = {}
local Input = {}
local InventoryState = {}
local NpcActions = {}
local ItemActions = {}
local MenuActions = {}
local DialogState = {}
--------------------------------------------------------------------------------
-- Game State
--------------------------------------------------------------------------------
local State = {
game_state = GAME_STATE_SPLASH,
inventory = {},
intro = {
y = Config.screen.height,
speed = 0.5,
text = "Mr. Anderson is an average\nprogrammer. His daily life\nrevolves around debugging,\npull requests, and end-of-sprint\nmeetings, all while secretly\ndreaming of being destined\nfor something more."
},
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,
sprite_id = Config.player.sprite_id
},
ground = {
x = 0,
y = Config.screen.height,
w = Config.screen.width,
h = 8
},
menu_items = {},
selected_menu_item = 1,
selected_inventory_item = 1,
dialog_menu_items = {},
selected_dialog_menu_item = 1,
active_entity = nil,
-- 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", sprite_id = 2},
{x = 90, y = 102, name = "Oracle", sprite_id = 3}
},
items = {
{x = 100, y = 128, w=8, h=8, name = "Key", sprite_id = 4, desc = "A rusty old key. It might open something."}
}
},
{ -- 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", sprite_id = 5},
{x = 40, y = 92, name = "Tank", sprite_id = 6}
},
items = {
{x = 180, y = 52, w=8, h=8, name = "Potion", sprite_id = 7, desc = "A glowing red potion. It looks potent."}
}
},
{ -- 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", sprite_id = 8},
{x = 160, y = 62, name = "Cypher", sprite_id = 9}
},
items = {}
}
}
}
--------------------------------------------------------------------------------
-- Inventory Module
--------------------------------------------------------------------------------
function InventoryState.draw()
cls(Config.colors.dark_grey)
UI.draw_top_bar("Inventory")
if #State.inventory == 0 then
print("Inventory is empty.", 70, 70, Config.colors.light_grey)
else
for i, item in ipairs(State.inventory) do
local color = Config.colors.light_grey
if i == State.selected_inventory_item then
color = Config.colors.green
print(">", 60, 20 + i * 10, color)
end
print(item.name, 70, 20 + i * 10, color)
end
end
end
function InventoryState.update()
State.selected_inventory_item = UI.update_menu(State.inventory, State.selected_inventory_item)
if Input.menu_confirm() and #State.inventory > 0 then
DialogState.show_menu_dialog(selected_item, {
{label = "Use", action = ItemActions.use},
{label = "Drop", action = ItemActions.drop},
{label = "Look at", action = ItemActions.look_at},
{label = "Go back", action = ItemActions.go_back_from_inventory_action}
}, GAME_STATE_INVENTORY_ACTION)
end
if Input.menu_back() then
State.game_state = GAME_STATE_GAME
end
end
--------------------------------------------------------------------------------
-- Menu Actions
--------------------------------------------------------------------------------
function MenuActions.play()
-- Reset player state and screen for a new game
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
end
function MenuActions.exit()
exit()
end
-- Initialize menu items after actions are defined
State.menu_items = {
{label = "Play", action = MenuActions.play},
{label = "Exit", action = MenuActions.exit}
}
--------------------------------------------------------------------------------
-- NPC Actions
--------------------------------------------------------------------------------
function NpcActions.talk_to() end
function NpcActions.fight() end
function NpcActions.go_back()
State.game_state = GAME_STATE_GAME
end
--------------------------------------------------------------------------------
-- Item Actions
--------------------------------------------------------------------------------
function ItemActions.use()
print("Used item: " .. State.active_entity.name)
State.game_state = GAME_STATE_INVENTORY
end
function ItemActions.look_at()
DialogState.show_description_dialog(State.active_entity, State.active_entity.desc)
end
function ItemActions.put_away()
-- Add item to inventory
table.insert(State.inventory, State.active_entity)
-- Remove item from screen
local currentScreenData = State.screens[State.current_screen]
for i, item in ipairs(currentScreenData.items) do
if item == State.active_entity then
table.remove(currentScreenData.items, i)
break
end
end
-- Go back to game
State.game_state = GAME_STATE_GAME
end
function ItemActions.go_back_from_item_dialog()
State.game_state = GAME_STATE_GAME
end
function ItemActions.go_back_from_inventory_action()
State.game_state = GAME_STATE_GAME
end
function ItemActions.drop()
-- Remove item from inventory
for i, item in ipairs(State.inventory) do
if item == State.active_entity then
table.remove(State.inventory, i)
break
end
end
-- Add item to screen
local currentScreenData = State.screens[State.current_screen]
State.active_entity.x = State.player.x
State.active_entity.y = State.player.y
table.insert(currentScreenData.items, State.active_entity)
-- Go back to inventory
State.game_state = GAME_STATE_INVENTORY
end
--------------------------------------------------------------------------------
-- 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.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
--------------------------------------------------------------------------------
-- UI Module
--------------------------------------------------------------------------------
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
print(title, 3, 2, Config.colors.green)
end
function UI.draw_dialog()
DialogState.draw()
end
function DialogState.draw()
rect(40, 40, 160, 80, Config.colors.black)
rectb(40, 40, 160, 80, Config.colors.green)
-- Display the entity's name as the dialog title
print(State.active_entity.name, 120 - #State.active_entity.name * 2, 45, Config.colors.green)
-- Display the dialog content (description for "look at", or initial name/dialog for others)
local wrapped_lines = UI.word_wrap(State.dialog_text, 25) -- Max 25 chars per line
local current_y = 55 -- Starting Y position for the first line of content
for _, line in ipairs(wrapped_lines) do
print(line, 50, current_y, Config.colors.light_grey)
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
end
-- Adjust menu position based on the number of wrapped lines
if not State.showing_description then
UI.draw_menu(State.dialog_menu_items, State.selected_dialog_menu_item, 50, current_y + 2)
else
-- If description is showing, provide a "Go back" option automatically, or close dialog on action
-- For now, let's just make it implicitly wait for Input.menu_confirm() or Input.menu_back() to close
-- Or we can add a specific "Back" option here.
-- Let's add a "Back" option for explicit return from description.
print("[A] Go Back", 50, current_y + 10, Config.colors.green)
end
end
function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then
print(">", x - 8, current_y, Config.colors.green)
end
print(item.label, x, current_y, Config.colors.green)
end
end
function UI.update_menu(items, selected_item)
if Input.up() then
selected_item = selected_item - 1
if selected_item < 1 then
selected_item = #items
end
elseif Input.down() then
selected_item = selected_item + 1
if selected_item > #items then
selected_item = 1
end
end
return selected_item
end
function UI.word_wrap(text, max_chars_per_line)
local lines = {}
local current_line = ""
local words = {}
-- Split text into words, handling spaces and newlines
for word in text:gmatch("%S+") do
table.insert(words, word)
end
local i = 1
while i <= #words do
local word = words[i]
-- Check if adding the word to the current line exceeds max_chars_per_line
if #current_line == 0 then
-- If the current line is empty, just add the word
current_line = word
elseif #current_line + 1 + #word <= max_chars_per_line then
-- If the word fits, add it with a space
current_line = current_line .. " " .. word
else
-- If it doesn't fit, start a new line
table.insert(lines, current_line)
current_line = word
end
i = i + 1
end
-- Add the last line if it's not empty
if #current_line > 0 then
table.insert(lines, current_line)
end
return lines
end
--------------------------------------------------------------------------------
-- Splash Module
--------------------------------------------------------------------------------
function SplashState.draw()
cls(Config.colors.dark_grey)
print("Mr. Anderson's", 78, 60, Config.colors.green)
print("Addventure", 90, 70, Config.colors.green)
end
function SplashState.update()
State.splash_timer = State.splash_timer - 1
if State.splash_timer <= 0 or Input.menu_confirm() then
State.game_state = GAME_STATE_INTRO
end
end
--------------------------------------------------------------------------------
-- Intro Module
--------------------------------------------------------------------------------
function IntroState.draw()
cls(Config.colors.dark_grey)
local x = (Config.screen.width - 132) / 2 -- Centered text
print(State.intro.text, x, State.intro.y, Config.colors.green)
end
function IntroState.update()
State.intro.y = State.intro.y - State.intro.speed
-- Count lines in intro text to determine when scrolling is done
local lines = 1
for _ in string.gmatch(State.intro.text, "\n") do
lines = lines + 1
end
-- When text is off-screen, go to menu
if State.intro.y < -lines * 8 then
State.game_state = GAME_STATE_MENU
end
-- Skip intro by pressing A
if Input.menu_confirm() then
State.game_state = GAME_STATE_MENU
end
end
--------------------------------------------------------------------------------
-- Menu Module
--------------------------------------------------------------------------------
function MenuState.draw()
cls(Config.colors.dark_grey)
UI.draw_top_bar("Main Menu")
UI.draw_menu(State.menu_items, State.selected_menu_item, 108, 70)
end
function MenuState.update()
State.selected_menu_item = UI.update_menu(State.menu_items, State.selected_menu_item)
if Input.menu_confirm() then
local selected_item = State.menu_items[State.selected_menu_item]
if selected_item and selected_item.action then
selected_item.action()
end
end
end
--------------------------------------------------------------------------------
-- Game Module
--------------------------------------------------------------------------------
function GameState.draw()
local currentScreenData = State.screens[State.current_screen]
cls(Config.colors.dark_grey)
UI.draw_top_bar(currentScreenData.name)
-- Draw platforms
for _, p in ipairs(currentScreenData.platforms) do
rect(p.x, p.y, p.w, p.h, Config.colors.green)
end
-- Draw items
for _, item in ipairs(currentScreenData.items) do
spr(item.sprite_id, item.x, item.y, 0)
end
-- Draw NPCs
for _, npc in ipairs(currentScreenData.npcs) do
spr(npc.sprite_id, npc.x, npc.y, 0)
end
-- Draw ground
rect(State.ground.x, State.ground.y, State.ground.w, State.ground.h, Config.colors.dark_grey)
-- Draw player
spr(State.player.sprite_id, State.player.x, State.player.y, 0)
end
function GameState.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.player_jump() 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
State.player.x = State.player.x + State.player.vx
State.player.y = State.player.y + State.player.vy
-- Screen transition
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
State.player.x = Config.screen.width - State.player.w
end
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
State.player.x = 0
end
end
-- Apply gravity
State.player.vy = State.player.vy + Config.physics.gravity
local currentScreenData = State.screens[State.current_screen]
-- Collision detection with platforms
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 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
-- Entity interaction
if Input.player_interact() then
local interaction_found = false
-- NPC interaction
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
DialogState.show_menu_dialog(npc, {
{label = "Talk to", action = NpcActions.talk_to},
{label = "Fight", action = NpcActions.fight},
{label = "Go back", action = NpcActions.go_back}
}, GAME_STATE_DIALOG)
interaction_found = true
break
end
end
if not interaction_found then
-- Item interaction
for _, item in ipairs(currentScreenData.items) do
if math.abs(State.player.x - item.x) < 8 and math.abs(State.player.y - item.y) < 8 then
DialogState.show_menu_dialog(item, {
{label = "Use", action = ItemActions.use},
{label = "Look at", action = ItemActions.look_at},
{label = "Put away", action = ItemActions.put_away},
{label = "Go back", action = ItemActions.go_back_from_item_dialog}
}, GAME_STATE_DIALOG)
interaction_found = true
break
end
end
end
-- If no interaction happened, open inventory
if not interaction_found then
State.game_state = GAME_STATE_INVENTORY
end
end
end
function DialogState.update()
if State.showing_description then
if Input.menu_confirm() or Input.menu_back() then
State.showing_description = false
State.dialog_text = "" -- Clear the description text
-- No need to change game_state, as it remains in GAME_STATE_DIALOG or GAME_STATE_INVENTORY_ACTION
end
else
State.selected_dialog_menu_item = UI.update_menu(State.dialog_menu_items, State.selected_dialog_menu_item)
if Input.menu_confirm() then
local selected_item = State.dialog_menu_items[State.selected_dialog_menu_item]
if selected_item and selected_item.action then
selected_item.action()
end
end
if Input.menu_back() then
State.game_state = GAME_STATE_GAME
end
end
end
function DialogState.show_menu_dialog(entity, menu_items, dialog_game_state)
State.active_entity = entity
State.dialog_text = "" -- Initial dialog text is empty, name is title
State.game_state = dialog_game_state or GAME_STATE_DIALOG
State.showing_description = false
State.dialog_menu_items = menu_items
State.selected_dialog_menu_item = 1
end
function DialogState.show_description_dialog(entity, description_text)
State.active_entity = entity
State.dialog_text = description_text
State.game_state = GAME_STATE_DIALOG -- Or GAME_STATE_INVENTORY_ACTION depending on context, but GAME_STATE_DIALOG is fine for now
State.showing_description = true
-- No menu items needed for description dialog
end
--------------------------------------------------------------------------------
-- Main Game Loop
--------------------------------------------------------------------------------
local STATE_HANDLERS = {
[GAME_STATE_SPLASH] = function()
SplashState.update()
SplashState.draw()
end,
[GAME_STATE_INTRO] = function()
IntroState.update()
IntroState.draw()
end,
[GAME_STATE_MENU] = function()
MenuState.update()
MenuState.draw()
end,
[GAME_STATE_GAME] = function()
GameState.update()
GameState.draw()
end,
[GAME_STATE_DIALOG] = function()
GameState.draw() -- Draw game behind dialog
DialogState.draw()
DialogState.update()
end,
[GAME_STATE_INVENTORY] = function()
InventoryState.update()
InventoryState.draw()
end,
[GAME_STATE_INVENTORY_ACTION] = function()
InventoryState.draw() -- Draw inventory behind dialog
DialogState.draw()
DialogState.update()
end,
}
function TIC()
local handler = STATE_HANDLERS[State.game_state]
if handler then
handler()
end
end
-- <TILES>
-- 000:4444444444444444444444444444444444444444444444444444444444444444
-- 001:1111111111111111111111111111111111111111111111111111111111111111
-- 002:5555555555555555555555555555555555555555555555555555555555555555
-- 003:6666666666666666666666666666666666666666666666666666666666666666
-- 004:7777777777777777777777777777777777777777777777777777777777777777
-- 005:8888888888888888888888888888888888888888888888888888888888888888
-- 006:9999999999999999999999999999999999999999999999999999999999999999
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
-- </TILES>
-- <WAVES>
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 002:0123456789abcdef0123456789abcdef
-- </WAVES>
-- <SFX>
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
-- </SFX>
-- <TRACKS>
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>
-- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE>