Add Jorge dialogable NPC
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11 changed files with 46 additions and 1 deletions
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art/_ase_orig/jorge_idiot.xcf
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art/_ase_orig/jorge_idiot.xcf
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art/npc/jorge.png
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art/npc/jorge.png
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art/npc/jorge_b.png
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art/npc/jorge_b.png
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art/npc/jorge_g.png
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art/npc/jorge_g.png
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art/npc/jorge_r.png
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art/npc/jorge_r.png
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art/npc/jorge_reduced.png
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1
main.lua
1
main.lua
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@ -23,6 +23,7 @@ require "level_editor/editor"
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love.filesystem.setRequirePath(love.filesystem.getRequirePath() .. ";libs/narrator/?.lua")
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narrator = require "narrator.narrator"
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startSignBook = require "stories.start_sign"
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jorgeBook = require "stories.jorge"
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function love.load()
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globalAssetProperties = {} -- rebuilt from the filesystem (art/ + .meta) by getAllAssets
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18
npc.lua
18
npc.lua
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@ -20,3 +20,21 @@ function Sign:initialize(x, y)
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},
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})
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end
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Jorge = class("Jorge", Entity)
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Jorge:include(Dialogable)
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function Jorge:initialize(x, y)
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self.book = jorgeBook
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self.saveClass = "jorge"
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Entity.initialize(self, {
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x = x, y = y,
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color = "red",
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collision = "unmoveable",
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sprites = {
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red = loadSprite("art/npc/jorge_r.png"),
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green = loadSprite("art/npc/jorge_g.png"),
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blue = loadSprite("art/npc/jorge_b.png"),
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},
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})
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end
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20
room.lua
20
room.lua
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@ -474,6 +474,11 @@ function Room:createEntity(class, color, x, y)
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self:registerNpc(entity)
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return entity
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end
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if class == "jorge" then
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local entity = Jorge:new(x, y)
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self:registerNpc(entity)
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return entity
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end
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local props = globalAssetProperties and globalAssetProperties[class]
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local behavior = props and props.class or "immoveable"
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@ -599,12 +604,25 @@ function Room:attemptDelete(mouseX, mouseY, color)
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for index = #self.doors, 1, -1 do
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if removedEntities[self.doors[index]] then table.remove(self.doors, index) end
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end
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-- NPCs are stamped into every collision layer, but are kept in their own
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-- registry rather than in self.collideables. Remove them directly so a
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-- right-click works no matter which editor colour is currently selected.
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for index = #self.npcs, 1, -1 do
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if self.npcs[index]:occupiesCell(cell) then table.remove(self.npcs, index) end
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end
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self:tick()
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end
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function Room:attemptPlace(name, props, mouseX, mouseY, color)
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if not props or not props.sprites then return end
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local cell = self:getCellFromMousePos(mouseX, mouseY)
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-- Jorge is one dialogable NPC with three display channels, not three
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-- independently placeable color-layer entities.
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if name == "jorge" then
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self:createEntity(name, nil, cell.x, cell.y)
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self:tick()
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return
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end
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-- "white" (or nil) means every channel; otherwise just the picked channel
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local colors
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@ -703,7 +721,7 @@ function Room:serialize(includePlayers)
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end
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for _, npc in ipairs(self.npcs) do
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table.insert(objects, { class = "npc", x = npc.x, y = npc.y })
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table.insert(objects, { class = npc.saveClass or "npc", x = npc.x, y = npc.y })
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end
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return { objects = objects }
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7
stories/jorge.ink
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stories/jorge.ink
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@ -0,0 +1,7 @@
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Jorge: I'm Jorge. I'm LGBTQ+, and I spent too long hiding that.
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* [Be kind] I'm glad you told me.
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Jorge smiles. "Thank you. Being met with kindness makes this place feel safer."
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* [Mistreat Jorge] That's not something I respect.
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Jorge's smile fades. "You can choose cruelty, but you don't get to define me."
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- -> END
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1
stories/jorge.lua
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stories/jorge.lua
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@ -0,0 +1 @@
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return {["constants"]={},["tree"]={["_"]={["_"]={"Jorge: I'm Jorge. I'm LGBTQ+, and I spent too long hiding that.",{["node"]={"Jorge smiles. \"Thank you. Being met with kindness makes this place feel safer.\""},["choice"]="Be kind",["text"]="I'm glad you told me."},{["node"]={"Jorge's smile fades. \"You can choose cruelty, but you don't get to define me.\""},["choice"]="Mistreat Jorge",["text"]="That's not something I respect."},{["divert"]={["path"]="END",["tunnel"]=false}}}}},["inclusions"]={},["params"]={},["version"]={["tree"]=1,["engine"]=2},["variables"]={},["lists"]={}}
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