-- title: Mr Anderson's Adventure
-- name: mranderson
-- author: Zsolt Tasnadi
-- desc: Life of a programmer in the Vector
-- site: https://games.teletype.hu
-- license: MIT License
-- version: 0.1
-- script: lua
local SplashWindow = {}
local IntroWindow = {}
local MenuWindow = {}
local GameWindow = {}
local PopupWindow = {}
local InventoryWindow = {}
local ConfigurationWindow = {}
local UI = {}
local Print = {}
local Input = {}
local NPC = {}
local Item = {}
local Player = {}
local DEFAULT_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,
interaction_radius_npc = 12,
interaction_radius_item = 8
},
timing = {
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()
local WINDOW_SPLASH = 0
local WINDOW_INTRO = 1
local WINDOW_MENU = 2
local WINDOW_GAME = 3
local WINDOW_POPUP = 4
local WINDOW_INVENTORY = 5
local WINDOW_INVENTORY_ACTION = 6
local WINDOW_CONFIGURATION = 7
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
-- This function returns a table containing only the initial *data* for Context
local function get_initial_data()
return {
active_window = WINDOW_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,
splash_timer = Config.timing.splash_duration,
dialog = {
text = "",
menu_items = {},
selected_menu_item = 1,
active_entity = nil,
showing_description = false,
current_node_key = nil
},
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,
game_in_progress = false, -- New flag
screens = clone_table({
{
-- 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,
dialog = {
start = {
text = "Hello, Neo.",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "My name is not Neo.", next_node = "not_neo"},
{label = "...", next_node = "silent"}
}
},
who_are_you = {
text = "I am Trinity. I've been looking for you.",
options = {
{label = "The famous hacker?", next_node = "famous_hacker"},
{label = "Why me?", next_node = "why_me"}
}
},
not_neo = {
text = "I know. But you will be.",
options = {
{label = "What are you talking about?", next_node = "who_are_you"}
}
},
silent = {
text = "You're not much of a talker, are you?",
options = {
{label = "I guess not.", next_node = "dialog_end"}
}
},
famous_hacker = {
text = "The one and only.",
options = {
{label = "Wow.", next_node = "dialog_end"}
}
},
why_me = {
text = "Morpheus believes you are The One.",
options = {
{label = "The One?", next_node = "the_one"}
}
},
the_one = {
text = "The one who will save us all.",
options = {
{label = "I'm just a programmer.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "We'll talk later.",
options = {} -- No options, ends conversation
}
}
},
{
x = 90,
y = 102,
name = "Oracle",
sprite_id = 3,
dialog = {
start = {
text = "I know what you're thinking. 'Am I in the right place?'",
options = {
{label = "Who are you?", next_node = "who_are_you"},
{label = "I guess I am.", next_node = "you_are"}
}
},
who_are_are = {
text = "I'm the Oracle. And you're right on time. Want a cookie?",
options = {
{label = "Sure.", next_node = "cookie"},
{label = "No, thank you.", next_node = "no_cookie"}
}
},
you_are = {
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
options = {
{label = "Yes, please.", next_node = "cookie"},
{label = "I'm good.", next_node = "no_cookie"}
}
},
cookie = {
text = "Here you go. Now, what's really on your mind?",
options = {
{label = "Am I The One?", next_node = "the_one"},
{label = "What is the Matrix?", next_node = "the_matrix"}
}
},
no_cookie = {
text = "Suit yourself. Now, what's troubling you?",
options = {
{label = "Am I The One?", next_node = "the_one"},
{label = "What is the Matrix?", next_node = "the_matrix"}
}
},
the_one = {
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
options = {
{label = "So I'm not?", next_node = "dialog_end"}
}
},
the_matrix = {
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
options = {
{label = "I see.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "You have to understand, most of these people are not ready to be unplugged.",
options = {}
}
}
}
},
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,
dialog = {
start = {
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
options = {
{label = "It's an honor to meet you.", next_node = "honor"},
{label = "You've been looking for me.", next_node = "looking_for_me"}
}
},
honor = {
text = "No, the honor is mine.",
options = {
{label = "What is this place?", next_node = "what_is_this_place"}
}
},
looking_for_me = {
text = "I have. For some time.",
options = {
{label = "What is this place?", next_node = "what_is_this_place"}
}
},
what_is_this_place = {
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
options = {
{label = "Right.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "I've been waiting for you, Neo. We have much to discuss.",
options = {} -- Ends conversation
}
}
},
{
x = 40,
y = 92,
name = "Tank",
sprite_id = 6,
dialog = {
start = {
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
options = {
{label = "Good to meet you.", next_node = "good_to_meet_you"},
{label = "This place is incredible.", next_node = "incredible"}
}
},
good_to_meet_you = {
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
options = {
{label = "Training?", next_node = "training"},
{label = "I'm good for now.", next_node = "dialog_end"}
}
},
incredible = {
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
options = {
{label = "Show me.", next_node = "training"}
}
},
training = {
text = "Jujitsu? Kung Fu? How about... all of them?",
options = {
{label = "All of them.", next_node = "all_of_them"}
}
},
all_of_them = {
text = "Operator, load the combat training program.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Just holler if you need anything. Anything at all.",
options = {}
}
}
}
},
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,
dialog = {
start = {
text = "Mr. Anderson. We've been expecting you.",
options = {
{label = "My name is Neo.", next_node = "name_is_neo"},
{label = "...", next_node = "silent"}
}
},
name_is_neo = {
text = "Whatever you say. You're here for a reason.",
options = {
{label = "What reason?", next_node = "what_reason"}
}
},
silent = {
text = "The silent type. It doesn't matter. You are an anomaly.",
options = {
{label = "What do you want?", next_node = "what_reason"}
}
},
what_reason = {
text = "To be deleted. The system has no place for your kind.",
options = {
{label = "I won't let you.", next_node = "wont_let_you"}
}
},
wont_let_you = {
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
dialog_end = {
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
options = {}
}
}
},
{
x = 160,
y = 62,
name = "Cypher",
sprite_id = 9,
dialog = {
start = {
text = "Well, well. The new messiah. Welcome to the real world.",
options = {
{label = "You don't seem happy.", next_node = "not_happy"},
{label = "...", next_node = "silent"}
}
},
not_happy = {
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
options = {
{label = "For freedom.", next_node = "freedom"}
}
},
silent = {
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
options = {
{label = "Sure.", next_node = "drink"},
{label = "No thanks.", next_node = "no_drink"}
}
},
drink = {
text = "Good stuff. The little things you miss, you know? Like a good steak.",
options = {
{label = "I guess.", next_node = "dialog_end"}
}
},
no_drink = {
text = "Your loss. More for me.",
options = {
{label = "...", next_node = "dialog_end"}
}
},
freedom = {
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
options = {
{label = "He's our leader.", next_node = "dialog_end"}
}
},
dialog_end = {
text = "Just be careful who you trust.",
options = {}
}
}
}
},
items = {}
}
})
}
end
Context = {}
local function reset_context_to_initial_state()
local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do
if type(Context[k]) ~= "function" then -- Only clear data, leave functions
Context[k] = nil
end
end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do
Context[k] = v
end
end
-- Initially populate Context with data
reset_context_to_initial_state()
-- Now define the methods for Context
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() -- Reset data, preserve methods
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
function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end
scale = scale or 1
print(text, x + 1, y + 1, shadow_color, fixed, scale)
print(text, x, y, color, fixed, scale)
end
function NPC.talk_to()
local npc = Context.dialog.active_entity
if npc.dialog and npc.dialog.start then
PopupWindow.set_dialog_node("start")
else
-- if no dialog, go back
GameWindow.set_state(WINDOW_GAME)
end
end
function NPC.fight() end
function NPC.go_back()
GameWindow.set_state(WINDOW_GAME)
end
function Item.use()
Print.text("Used item: " .. Context.dialog.active_entity.name)
GameWindow.set_state(WINDOW_INVENTORY)
end
function Item.look_at()
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
end
function Item.put_away()
-- Add item to inventory
table.insert(Context.inventory, Context.dialog.active_entity)
-- Remove item from screen
local currentScreenData = Context.screens[Context.current_screen]
for i, item in ipairs(currentScreenData.items) do
if item == Context.dialog.active_entity then
table.remove(currentScreenData.items, i)
break
end
end
-- Go back to game
GameWindow.set_state(WINDOW_GAME)
end
function Item.go_back_from_item_dialog()
GameWindow.set_state(WINDOW_GAME)
end
function Item.go_back_from_inventory_action()
GameWindow.set_state(WINDOW_GAME)
end
function Item.drop()
-- Remove item from inventory
for i, item in ipairs(Context.inventory) do
if item == Context.dialog.active_entity then
table.remove(Context.inventory, i)
break
end
end
-- Add item to screen
local currentScreenData = Context.screens[Context.current_screen]
Context.dialog.active_entity.x = Context.player.x
Context.dialog.active_entity.y = Context.player.y
table.insert(currentScreenData.items, Context.dialog.active_entity)
-- Go back to inventory
GameWindow.set_state(WINDOW_INVENTORY)
end
function Player.draw()
spr(Context.player.sprite_id, Context.player.x, Context.player.y, 0)
end
function Player.update()
-- Handle input
if Input.left() then
Context.player.vx = -Config.physics.move_speed
elseif Input.right() then
Context.player.vx = Config.physics.move_speed
else
Context.player.vx = 0
end
if Input.player_jump() and Context.player.jumps < Config.physics.max_jumps then
Context.player.vy = Config.physics.jump_power
Context.player.jumps = Context.player.jumps + 1
end
-- Update player position
Context.player.x = Context.player.x + Context.player.vx
Context.player.y = Context.player.y + Context.player.vy
-- Screen transition
if Context.player.x > Config.screen.width - Context.player.w then
if Context.current_screen < #Context.screens then
Context.current_screen = Context.current_screen + 1
Context.player.x = 0
else
Context.player.x = Config.screen.width - Context.player.w
end
elseif Context.player.x < 0 then
if Context.current_screen > 1 then
Context.current_screen = Context.current_screen - 1
Context.player.x = Config.screen.width - Context.player.w
else
Context.player.x = 0
end
end
-- Apply gravity
Context.player.vy = Context.player.vy + Config.physics.gravity
local currentScreenData = Context.screens[Context.current_screen]
-- Collision detection with platforms
for _, p in ipairs(currentScreenData.platforms) do
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
Context.player.y = p.y - Context.player.h
Context.player.vy = 0
Context.player.jumps = 0
end
end
-- Collision detection with ground
if Context.player.y + Context.player.h > Context.ground.y then
Context.player.y = Context.ground.y - Context.player.h
Context.player.vy = 0
Context.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(Context.player.x - npc.x) < Config.physics.interaction_radius_npc and math.abs(Context.player.y - npc.y) < Config.physics.interaction_radius_npc then
PopupWindow.show_menu_dialog(npc, {
{label = "Talk to", action = NPC.talk_to},
{label = "Fight", action = NPC.fight},
{label = "Go back", action = NPC.go_back}
}, WINDOW_POPUP)
interaction_found = true
break
end
end
if not interaction_found then
-- Item interaction
for _, item in ipairs(currentScreenData.items) do
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
PopupWindow.show_menu_dialog(item, {
{label = "Use", action = Item.use},
{label = "Look at", action = Item.look_at},
{label = "Put away", action = Item.put_away},
{label = "Go back", action = Item.go_back_from_item_dialog}
}, WINDOW_POPUP)
interaction_found = true
break
end
end
end
-- If no interaction happened, open inventory
if not interaction_found then
GameWindow.set_state(WINDOW_INVENTORY)
end
end
end
-- Gamepad buttons
local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 -- Z key
local INPUT_KEY_B = 5 -- X key
local INPUT_KEY_X = 6 -- A key
local INPUT_KEY_Y = 7 -- S key
-- Keyboard keys
-- TODO: Find correct key codes for SPACE and LCTRL
local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50
function Input.up() return btnp(INPUT_KEY_UP) end
function Input.down() return btnp(INPUT_KEY_DOWN) end
function Input.left() return btn(INPUT_KEY_LEFT) end
function Input.right() return btn(INPUT_KEY_RIGHT) end
function Input.player_jump() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.green)
end
function UI.draw_dialog()
PopupWindow.draw()
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.text(">", x - 8, current_y, Config.colors.green)
end
Print.text(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)
if text == nil then return {""} end
local lines = {}
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local current_line = ""
local words_in_line = 0
for word in input_line:gmatch("%S+") do
words_in_line = words_in_line + 1
if #current_line == 0 then
current_line = word
elseif #current_line + #word + 1 <= max_chars_per_line then
current_line = current_line .. " " .. word
else
table.insert(lines, current_line)
current_line = word
end
end
if words_in_line > 0 then
table.insert(lines, current_line)
else
table.insert(lines, "")
end
end
if #lines == 0 then
return {""}
end
return lines
end
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return {
label = label,
get = value_getter,
set = value_setter,
min = min,
max = max,
step = step,
format = format or "%.1f",
type = "numeric_stepper"
}
end
function UI.create_action_item(label, action)
return {
label = label,
action = action,
type = "action_item"
}
end
function SplashWindow.draw()
Print.text("Mr. Anderson's", 78, 60, Config.colors.green)
Print.text("Addventure", 90, 70, Config.colors.green)
end
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
GameWindow.set_state(WINDOW_INTRO)
end
end
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 -- Centered text
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end
function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed
-- Count lines in intro text to determine when scrolling is done
local lines = 1
for _ in string.gmatch(Context.intro.text, "\n") do
lines = lines + 1
end
-- When text is off-screen, go to menu
if Context.intro.y < -lines * 8 then
GameWindow.set_state(WINDOW_MENU)
end
-- Skip intro by pressing A
if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU)
end
end
function MenuWindow.draw()
UI.draw_top_bar("Main Menu")
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
end
function MenuWindow.update()
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
if Input.menu_confirm() then
local selected_item = Context.menu_items[Context.selected_menu_item]
if selected_item and selected_item.action then
selected_item.action()
end
end
end
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.resume_game()
GameWindow.set_state(WINDOW_GAME)
end
function MenuWindow.exit()
exit()
end
function MenuWindow.configuration()
ConfigurationWindow.init()
GameWindow.set_state(WINDOW_CONFIGURATION)
end
function MenuWindow.refresh_menu_items()
Context.menu_items = {} -- Start with an empty table
if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", action = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", action = MenuWindow.save_game})
end
table.insert(Context.menu_items, {label = "New Game", action = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", action = MenuWindow.load_game})
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
ConfigurationWindow = {
controls = {},
selected_control = 1,
}
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_numeric_stepper(
"Move Speed",
function() return Config.physics.move_speed end,
function(v) Config.physics.move_speed = v end,
0.5, 3, 0.1, "%.1f"
),
UI.create_numeric_stepper(
"Max Jumps",
function() return Config.physics.max_jumps end,
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
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10 -- Left margin for labels
local y_start = 40
local x_value_right_align = Config.screen.width - 10 -- Right margin for values
local char_width = 4 -- Approximate character width for default font
for i, control in ipairs(ConfigurationWindow.controls) do
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)
-- Calculate x position for right-aligned value
local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
else
Print.text(label_text, x_start, current_y, color)
Print.text(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.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
end
end
end
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end
function ConfigurationWindow.update()
if Input.menu_back() then
GameWindow.set_state(WINDOW_MENU)
return
end
if Input.up() then
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control - 1
if ConfigurationWindow.selected_control < 1 then
ConfigurationWindow.selected_control = #ConfigurationWindow.controls
end
elseif Input.down() then
ConfigurationWindow.selected_control = ConfigurationWindow.selected_control + 1
if ConfigurationWindow.selected_control > #ConfigurationWindow.controls then
ConfigurationWindow.selected_control = 1
end
end
local control = ConfigurationWindow.controls[ConfigurationWindow.selected_control]
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if btnp(2) then -- Left
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
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
function PopupWindow.set_dialog_node(node_key)
local npc = Context.dialog.active_entity
local node = npc.dialog[node_key]
if not node then
GameWindow.set_state(WINDOW_GAME)
return
end
Context.dialog.current_node_key = node_key
Context.dialog.text = node.text
local menu_items = {}
if node.options then
for _, option in ipairs(node.options) do
table.insert(menu_items, {
label = option.label,
action = function()
PopupWindow.set_dialog_node(option.next_node)
end
})
end
end
-- if no options, it's the end of this branch.
if #menu_items == 0 then
table.insert(menu_items, {
label = "Go back",
action = function() GameWindow.set_state(WINDOW_GAME) end
})
end
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
Context.dialog.showing_description = false
GameWindow.set_state(WINDOW_POPUP)
end
function PopupWindow.update()
if Context.dialog.showing_description then
if Input.menu_confirm() or Input.menu_back() then
Context.dialog.showing_description = false
Context.dialog.text = "" -- Clear the description text
-- No need to change active_window, as it remains in WINDOW_POPUP or WINDOW_INVENTORY_ACTION
end
else
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
if Input.menu_confirm() then
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
if selected_item and selected_item.action then
selected_item.action()
end
end
if Input.menu_back() then
GameWindow.set_state(WINDOW_GAME)
end
end
end
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
Context.dialog.active_entity = entity
Context.dialog.text = "" -- Initial dialog text is empty, name is title
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
Context.dialog.showing_description = false
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
end
function PopupWindow.show_description_dialog(entity, description_text)
Context.dialog.active_entity = entity
Context.dialog.text = description_text
GameWindow.set_state(WINDOW_POPUP)
Context.dialog.showing_description = true
-- No menu items needed for description dialog
end
function PopupWindow.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
if Context.dialog.active_entity and Context.dialog.active_entity.name then
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
end
-- Display the dialog content (description for "look at", or initial name/dialog for others)
local wrapped_lines = UI.word_wrap(Context.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.text(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 Context.dialog.showing_description then
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
else
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
end
end
function InventoryWindow.draw()
UI.draw_top_bar("Inventory")
if #Context.inventory == 0 then
Print.text("Inventory is empty.", 70, 70, Config.colors.light_grey)
else
for i, item in ipairs(Context.inventory) do
local color = Config.colors.light_grey
if i == Context.selected_inventory_item then
color = Config.colors.green
Print.text(">", 60, 20 + i * 10, color)
end
Print.text(item.name, 70, 20 + i * 10, color)
end
end
end
function InventoryWindow.update()
Context.selected_inventory_item = UI.update_menu(Context.inventory, Context.selected_inventory_item)
if Input.menu_confirm() and #Context.inventory > 0 then
local selected_item = Context.inventory[Context.selected_inventory_item]
PopupWindow.show_menu_dialog(selected_item, {
{label = "Use", action = Item.use},
{label = "Drop", action = Item.drop},
{label = "Look at", action = Item.look_at},
{label = "Go back", action = Item.go_back_from_inventory_action}
}, WINDOW_INVENTORY_ACTION)
end
if Input.menu_back() then
GameWindow.set_state(WINDOW_GAME)
end
end
function GameWindow.draw()
local currentScreenData = Context.screens[Context.current_screen]
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(Context.ground.x, Context.ground.y, Context.ground.w, Context.ground.h, Config.colors.dark_grey)
-- Draw player
Player.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
function GameWindow.set_state(new_state)
Context.active_window = new_state
-- Add any state-specific initialization/cleanup here later if needed
end
local STATE_HANDLERS = {
[WINDOW_SPLASH] = function()
SplashWindow.update()
SplashWindow.draw()
end,
[WINDOW_INTRO] = function()
IntroWindow.update()
IntroWindow.draw()
end,
[WINDOW_MENU] = function()
MenuWindow.update()
MenuWindow.draw()
end,
[WINDOW_GAME] = function()
GameWindow.update()
GameWindow.draw()
end,
[WINDOW_POPUP] = function()
GameWindow.draw()
PopupWindow.update()
PopupWindow.draw()
end,
[WINDOW_INVENTORY] = function()
InventoryWindow.update()
InventoryWindow.draw()
end,
[WINDOW_INVENTORY_ACTION] = function()
InventoryWindow.draw()
PopupWindow.draw()
PopupWindow.update()
end,
[WINDOW_CONFIGURATION] = function()
ConfigurationWindow.update()
ConfigurationWindow.draw()
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
handler()
end
end
--
-- 000:4444444444444444444444444444444444444444444444444444444444444444
-- 001:1111111111111111111111111111111111111111111111111111111111111111
-- 002:5555555555555555555555555555555555555555555555555555555555555555
-- 003:6666666666666666666666666666666666666666666666666666666666666666
-- 004:7777777777777777777777777777777777777777777777777777777777777777
-- 005:8888888888888888888888888888888888888888888888888888888888888888
-- 006:9999999999999999999999999999999999999999999999999999999999999999
-- 007:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
-- 008:bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
--
--
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 02:0123456789abcdef0123456789abcdef
--
--
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
--
--
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
--
--
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
--