-- title: Mr Anderson's Adventure
-- author: Zsolt Tasnadi
-- desc: Life of a programmer in the Matrix
-- site: http://teletype.hu
-- license: MIT License
-- version: 0.3
-- script: lua
--------------------------------------------------------------------------------
-- Game Configuration
--------------------------------------------------------------------------------
local Config = {
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
green = 6,
npc = 8
},
player = {
w = 8,
h = 8,
start_x = 120,
start_y = 128,
},
physics = {
gravity = 0.5,
jump_power = -5,
move_speed = 1.5,
max_jumps = 2,
},
timing = {
splash_duration = 120 -- 2 seconds at 60fps
}
}
--------------------------------------------------------------------------------
-- Game States
--------------------------------------------------------------------------------
local GAME_STATE_SPLASH = 0
local GAME_STATE_MENU = 1
local GAME_STATE_GAME = 2
local GAME_STATE_DIALOG = 3
--------------------------------------------------------------------------------
-- Modules
--------------------------------------------------------------------------------
local Splash = {}
local Menu = {}
local Game = {}
local UI = {}
local Input = {}
--------------------------------------------------------------------------------
-- Game State
--------------------------------------------------------------------------------
local State = {
game_state = GAME_STATE_SPLASH,
current_screen = 1,
dialog_text = "",
splash_timer = Config.timing.splash_duration,
player = {
x = Config.player.start_x,
y = Config.player.start_y,
w = Config.player.w,
h = Config.player.h,
vx = 0,
vy = 0,
jumps = 0
},
ground = {
x = 0,
y = Config.screen.height,
w = Config.screen.width,
h = 8
},
menu_items = {"Play", "Exit"},
selected_menu_item = 1,
-- Screen data
screens = {
{ -- Screen 1
name = "Screen 1",
platforms = {
{x = 80, y = 110, w = 40, h = 8},
{x = 160, y = 90, w = 40, h = 8}
},
npcs = {
{x = 180, y = 82, name = "Trinity"},
{x = 90, y = 102, name = "Oracle"}
}
},
{ -- Screen 2
name = "Screen 2",
platforms = {
{x = 30, y = 100, w = 50, h = 8},
{x = 100, y = 80, w = 50, h = 8},
{x = 170, y = 60, w = 50, h = 8}
},
npcs = {
{x = 120, y = 72, name = "Morpheus"},
{x = 40, y = 92, name = "Tank"}
}
},
{ -- Screen 3
name = "Screen 3",
platforms = {
{x = 50, y = 110, w = 30, h = 8},
{x = 100, y = 90, w = 30, h = 8},
{x = 150, y = 70, w = 30, h = 8},
{x = 200, y = 50, w = 30, h = 8}
},
npcs = {
{x = 210, y = 42, name = "Agent Smith"},
{x = 160, y = 62, name = "Cypher"}
}
}
}
}
--------------------------------------------------------------------------------
-- Input Module
--------------------------------------------------------------------------------
function Input.up() return btnp(0) end
function Input.down() return btnp(1) end
function Input.left() return btn(2) end
function Input.right() return btn(3) end
function Input.action() return btnp(4) end
function Input.back() return btnp(5) end
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-- UI Module
--------------------------------------------------------------------------------
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.black)
print(title, 3, 2, Config.colors.light_grey)
end
function UI.draw_dialog()
rect(40, 50, 160, 40, Config.colors.black)
rectb(40, 50, 160, 40, Config.colors.dark_grey)
print(State.dialog_text, 120 - #State.dialog_text * 2, 68, Config.colors.light_grey)
end
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-- Splash Module
--------------------------------------------------------------------------------
function Splash.draw()
cls(Config.colors.black)
print("Mr. Anderson's", 78, 60, Config.colors.light_grey)
print("Addventure", 90, 70, Config.colors.light_grey)
end
function Splash.update()
State.splash_timer = State.splash_timer - 1
if State.splash_timer <= 0 then
State.game_state = GAME_STATE_MENU
end
end
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-- Menu Module
--------------------------------------------------------------------------------
function Menu.draw()
cls(Config.colors.light_grey)
UI.draw_top_bar("Main Menu")
for i, item in ipairs(State.menu_items) do
local color = Config.colors.dark_grey
if i == State.selected_menu_item then
color = Config.colors.green
end
print(item, 108, 70 + (i-1)*10, color)
end
end
function Menu.update()
if Input.up() then
State.selected_menu_item = State.selected_menu_item - 1
if State.selected_menu_item < 1 then
State.selected_menu_item = #State.menu_items
end
elseif Input.down() then
State.selected_menu_item = State.selected_menu_item + 1
if State.selected_menu_item > #State.menu_items then
State.selected_menu_item = 1
end
end
if Input.action() or Input.back() then
if State.selected_menu_item == 1 then -- 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
elseif State.selected_menu_item == 2 then -- Exit
exit()
end
end
end
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-- Game Module
--------------------------------------------------------------------------------
function Game.draw()
local currentScreenData = State.screens[State.current_screen]
cls(Config.colors.light_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.dark_grey)
end
-- Draw NPCs
for _, npc in ipairs(currentScreenData.npcs) do
rect(npc.x, npc.y, Config.player.w, Config.player.h, Config.colors.npc)
end
-- Draw ground
rect(State.ground.x, State.ground.y, State.ground.w, State.ground.h, Config.colors.dark_grey)
-- Draw player
rect(State.player.x, State.player.y, State.player.w, State.player.h, Config.colors.green)
end
function Game.update()
-- Handle input
if Input.left() then
State.player.vx = -Config.physics.move_speed
elseif Input.right() then
State.player.vx = Config.physics.move_speed
else
State.player.vx = 0
end
if Input.action() and State.player.jumps < Config.physics.max_jumps then
State.player.vy = Config.physics.jump_power
State.player.jumps = State.player.jumps + 1
end
-- Update player position
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
-- NPC interaction
if Input.action() then
for _, npc in ipairs(currentScreenData.npcs) do
if math.abs(State.player.x - npc.x) < 12 and math.abs(State.player.y - npc.y) < 12 then
State.dialog_text = npc.name
State.game_state = GAME_STATE_DIALOG
end
end
end
end
function Game.update_dialog()
if Input.action() or Input.back() then
State.game_state = GAME_STATE_GAME
end
end
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-- Main Game Loop
--------------------------------------------------------------------------------
local STATE_HANDLERS = {
[GAME_STATE_SPLASH] = function()
Splash.update()
Splash.draw()
end,
[GAME_STATE_MENU] = function()
Menu.update()
Menu.draw()
end,
[GAME_STATE_GAME] = function()
Game.update()
Game.draw()
end,
[GAME_STATE_DIALOG] = function()
Game.draw() -- Draw game behind dialog
UI.draw_dialog()
Game.update_dialog()
end,
}
function TIC()
local handler = STATE_HANDLERS[State.game_state]
if handler then
handler()
end
end
--
-- 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
-- 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
-- 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
-- 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
-- 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
-- 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
-- 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
-- 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
--
--
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 002:0123456789abcdef0123456789abcdef
--
--
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
--
--
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
--
--
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
--