add dialog
This commit is contained in:
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13 changed files with 390 additions and 32 deletions
11
dialogable.lua
Normal file
11
dialogable.lua
Normal file
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@ -0,0 +1,11 @@
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-- Dialogable: a mixin that makes any Entity subclass talkable. `include` it and
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-- give the entity a `self.book` (an Ink book); bumping the entity then opens the
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-- modal Dialogue. npcs, signs, artifacts — anything you can talk to — are just
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-- Dialogables. For now an entity carries one book; later it can swap books as it
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-- progresses. All it does is route a bump to the dialogue manager.
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Dialogable = {}
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function Dialogable:onBump()
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if self.book then Dialogue.open(self.book) end
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return true
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end
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@ -0,0 +1,110 @@
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-- Dead-simple modal dialogue overlay driven by a narrator (Ink) story.
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-- No variables, no saved state: open a book, walk its paragraphs, pick a
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-- choice, then a keypress dismisses it. `narrator` is the global set up in
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-- main.lua; Dialogable entities (see npc.lua) call Dialogue.open on bump.
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Dialogue = {}
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local story -- active narrator story, or nil when the box is closed
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local paragraphs = {} -- text lines currently shown
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local choices = {} -- current choices (empty once we reach an ending)
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local selected = 1
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function Dialogue.isOpen()
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return story ~= nil
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end
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-- Run the story forward to the next choice point (or the end), gathering every
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-- paragraph printed along the way.
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local function advance()
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paragraphs = {}
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while story:can_continue() do
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for _, p in ipairs(story:continue()) do
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table.insert(paragraphs, p.text)
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end
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end
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choices = story:can_choose() and story:get_choices() or {}
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selected = 1
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end
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function Dialogue.open(book)
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if story then return end -- already talking: ignore repeat bumps
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story = narrator.init_story(book)
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story:begin()
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advance()
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end
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function Dialogue.close()
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story, paragraphs, choices, selected = nil, {}, {}, 1
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end
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function Dialogue.keypressed(key)
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if #choices == 0 then
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-- an ending is on screen: any key dismisses the box
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Dialogue.close()
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elseif key == "up" then
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selected = selected > 1 and selected - 1 or #choices
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elseif key == "down" then
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selected = selected < #choices and selected + 1 or 1
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elseif key == "return" or key == "space" or key == "x" then
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story:choose(selected)
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advance()
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end
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end
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-- LCD font sized to the current play area, rebuilt only when the size changes,
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-- so dialogue text scales with the game like every sprite does.
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local dlgFont, dlgFontSize
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local function dialogueFont()
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local size = math.max(8, math.floor(height / gridHeight * 0.4))
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if not dlgFont or size ~= dlgFontSize then
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dlgFont = love.graphics.newFont("font/LCD_Solid.ttf", size)
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dlgFontSize = size
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end
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return dlgFont
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end
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function Dialogue.draw()
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if not story then return end
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local fnt = dialogueFont()
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local fh = fnt:getHeight()
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local pad, lineH = fh * 0.8, fh * 1.3
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local boxH = height * 0.4
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local y0 = height - boxH
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local wrap = width - pad * 2
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-- Dialogue obeys the world's colour rule: only the channels the player has
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-- are rendered. One colour -> that colour; all three -> white (additive), so
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-- a red-only player literally reads the sign in red.
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local has = { red = false, green = false, blue = false }
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for _, c in ipairs(currentRoom.colorsPlayerHas) do has[c] = true end
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local r = has.red and 1 or 0
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local g = has.green and 1 or 0
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local b = has.blue and 1 or 0
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local prevFont = love.graphics.getFont()
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love.graphics.setFont(fnt)
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love.graphics.setColor(0, 0, 0, 0.82)
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love.graphics.rectangle("fill", 0, y0, width, boxH)
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local y = y0 + pad
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love.graphics.setColor(r, g, b, 1)
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for _, text in ipairs(paragraphs) do
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love.graphics.printf(text, pad, y, wrap)
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local _, lines = fnt:getWrap(text, wrap)
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y = y + math.max(1, #lines) * lineH
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end
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y = y + lineH * 0.5
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for i, choice in ipairs(choices) do
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local dim = (i == selected) and 1 or 0.5 -- selected is brighter + "> "
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love.graphics.setColor(r * dim, g * dim, b * dim, 1)
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local line = ((i == selected) and "> " or " ") .. choice.text
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love.graphics.printf(line, pad, y, wrap)
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local _, lines = fnt:getWrap(line, wrap)
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y = y + math.max(1, #lines) * lineH
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end
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love.graphics.setFont(prevFont)
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end
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84
docs/adding-npcs.md
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84
docs/adding-npcs.md
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@ -0,0 +1,84 @@
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# Adding a talkable NPC
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An NPC/sign is just an immovable `Entity` that mixes in `Dialogable`. Bumping it
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(a rejected move) opens the dialogue box. Talking is the same everywhere — you
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only supply **art** + **a story**.
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## 1. Write the story
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Create `stories/<name>.ink` — a line, a few choices, an ending:
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```ink
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yo wassup
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* kick the sign
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it doesnt budge.
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* [say nothing] you have nothing to say to a sign.
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- -> END
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```
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## 2. Compile it
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The game can't parse `.ink` (LÖVE has no lpeg), so compile to a `.lua` book:
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```sh
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lua tools/compile_ink.lua <name>
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```
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Re-run this **every time you edit the `.ink`** — the game loads the `.lua`, not
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the `.ink`. (Needs `lua` + `lua-lpeg` installed.)
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## 3. Load the book
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In `main.lua`, next to `startSignBook`:
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```lua
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<name>Book = require "stories.<name>"
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```
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## 4. Make the entity
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In `npc.lua`, copy `Sign` — pick your art and name your book:
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```lua
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Oracle = class("Oracle", Entity)
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Oracle:include(Dialogable)
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function Oracle:initialize(x, y)
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self.book = oracleBook -- from step 3
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Entity.initialize(self, {
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x = x, y = y, color = "red",
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collision = "unmoveable",
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sprites = {
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red = loadSprite("art/npc/oracle_r.png"),
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green = loadSprite("art/npc/oracle_g.png"),
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blue = loadSprite("art/npc/oracle_b.png"),
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},
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})
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end
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```
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Per-channel art lives in `art/npc/` as `<name>_r/_g/_b.png` (16px cells).
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## 5. Place it in a room
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Map a save class to your entity in `Room:createEntity` (`room.lua`), alongside
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the `npc` → `Sign` branch:
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```lua
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if class == "oracle" then
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local entity = Oracle: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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```
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Then add it to a room's `rooms/<room>.sav` `objects` list:
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```lua
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{ class = "oracle", x = 4, y = 8 }
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```
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That's it — walk into it and it talks. NPCs are stamped into every colour's
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collision matrix, so they block movement and obey the world's colour rules (a
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red-only player reads them in red).
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@ -16,7 +16,9 @@ function Entity:initialize(t)
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self.collision = t.collision --"none", "moveable", "unmoveable"
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self.sprite = repSprite
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self.shaAmount = t.sha or 1
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self.onBump = t.onBump or function(self) return true end
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-- onBump is a method (see Entity:onBump) so mixins like Dialogable can
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-- override it; a per-instance t.onBump still wins when supplied.
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if t.onBump then self.onBump = t.onBump end
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self.tick = t.tick or function(self) return true end
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self.drawOffset = {x = 0, y = 0}
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@ -163,6 +165,10 @@ function Entity:sha()
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return math.random(-worldSha, worldSha) * .125 * drawScale
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end
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function Entity:onBump()
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return true
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end
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function Entity:bump()
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return self:onBump()
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end
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1
libs/narrator
Submodule
1
libs/narrator
Submodule
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@ -0,0 +1 @@
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Subproject commit 45a8b03553f2385716c24ec762757e418b2b73c1
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15
main.lua
15
main.lua
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@ -15,6 +15,12 @@ require "world_seed"
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require "shaders"
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require "level_editor/editor"
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-- Ink dialogue: ship the pre-parsed book (LÖVE has no lpeg to parse .ink at
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-- runtime; the narrator parser degrades to false without it, runtime is fine).
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package.path = package.path .. ";libs/narrator/?.lua"
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narrator = require "narrator.narrator"
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startSignBook = require "stories.start_sign"
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function love.load()
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globalAssetProperties = {} -- rebuilt from the filesystem (art/ + .meta) by getAllAssets
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@ -56,7 +62,7 @@ function love.update(dt)
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Input:stopMoveRepeat()
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else
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local repeatedMove = Input:handler(dt)
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if repeatedMove then currentRoom:movePlayer(repeatedMove) end
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if repeatedMove and not Dialogue.isOpen() then currentRoom:movePlayer(repeatedMove) end
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end
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currentRoom:update(dt)
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@ -106,9 +112,16 @@ function love.draw()
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love.graphics.draw(sideBarCanvas, sideBarBox.x, sideBarBox.y)
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love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 10)
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Dialogue.draw()
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end
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function love.keypressed(key)
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-- Talking to a sign captures input: navigate/choose, don't move the player.
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if Dialogue.isOpen() then
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Dialogue.keypressed(key)
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return
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end
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if editorView ~= "world" and Input.isPlayerMove(key) then
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Input:beginMove(key)
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currentRoom:movePlayer(key)
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28
npc.lua
28
npc.lua
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@ -1,14 +1,22 @@
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npc = class("npc", Entity)
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require "entity"
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require "dialogable"
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function npc:initialize(x, y, color, name)
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-- A dialogable placed in the world. Signs, npcs and artifacts will each be a
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-- small Entity subclass that includes Dialogable and names its own book; Sign is
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-- the first. It just picks art + a story — the talking lives in the mixin.
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Sign = class("Sign", Entity)
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Sign:include(Dialogable)
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function Sign:initialize(x, y)
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self.book = startSignBook
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Entity.initialize(self, {
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x = x,
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y = y,
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color = color,
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x = x, y = y,
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color = "red", -- representative only; sprites are per-channel
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collision = "unmoveable",
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sprite = sprites.npc[name][color],
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onBump = function(self)
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end,
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sprites = {
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red = loadSprite("art/npc/start_sign_r.png"),
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green = loadSprite("art/npc/start_sign_g.png"),
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blue = loadSprite("art/npc/start_sign_b.png"),
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},
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})
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end
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end
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30
room.lua
30
room.lua
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@ -120,19 +120,11 @@ function Room:draw()
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-- draw only the channels the player has. Each object just exposes sprites per
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-- channel via Entity:draw(channel); a door registered on all three channels
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-- naturally draws its red sprite on the red pass, etc. No per-object logic.
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local has = {}
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for _, channel in ipairs(self.colorsPlayerHas) do
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has[channel] = true
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if self.player[channel] then self.player[channel]:draw(channel) end
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for _, entity in pairs(self.collideables[channel]) do entity:draw(channel) end
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for _, switch in pairs(self.switches[channel]) do switch:draw(channel) end
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end
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-- npcs (old "sages") are markers for now: a "?" tinted to the player's channels
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local cellW, cellH = width / gridWidth, height / gridHeight
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love.graphics.setColor(has.red and 1 or 0, has.green and 1 or 0, has.blue and 1 or 0)
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for _, npc in ipairs(self.npcs) do
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love.graphics.print("?", (npc.x - 1) * cellW + cellW * 0.3, (npc.y - 1) * cellH + cellH * 0.1, 0, 2, 2)
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for _, npc in ipairs(self.npcs) do npc:draw(channel) end
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end
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end
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@ -140,6 +132,14 @@ function Room:createCollideablesMatrix()
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for color, entities in pairs(self.collideables) do
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self.collidableMatrices[color] = self:createEntityMatrix(entities)
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end
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-- Dialogables (npcs) block every channel, so stamp them into each matrix.
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for _, npc in ipairs(self.npcs) do
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for _, cell in ipairs(npc:getOccupiedCells()) do
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for color in pairs(self.collidableMatrices) do
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self.collidableMatrices[color][cell.y][cell.x] = npc
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end
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end
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end
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end
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function Room:createSwitchMatrix()
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@ -541,8 +541,9 @@ end
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-- keyword handled directly since it has no art.
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function Room:createEntity(class, color, x, y)
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if class == "npc" then
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self:registerNpc(x, y)
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return
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local entity = Sign: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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@ -602,8 +603,11 @@ function Room:registerPlayer(entityPointer, color)
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self.player[color] = entityPointer
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end
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function Room:registerNpc(x, y)
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table.insert(self.npcs, { x = x, y = y })
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function Room:registerNpc(entity)
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-- npcs are dialogable entities: they carry .x/.y like any Entity, so
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-- serialize's npc loop still round-trips them, and they get stamped into the
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-- collision matrix (see createCollideablesMatrix) so a bump is a rejected move.
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table.insert(self.npcs, entity)
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end
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function Room:getCellFromMousePos(mouseX, mouseY)
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76
rooms/jorge_room.sav
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76
rooms/jorge_room.sav
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{
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objects={
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{
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color="red",
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y=4,
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x=8,
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class="toilet"
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},
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{
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color="red",
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y=4,
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x=6,
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class="toilet"
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},
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{
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color="red",
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y=4,
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x=4,
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class="toilet"
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},
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{
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color="green",
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y=4,
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x=8,
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class="toilet"
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},
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{
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color="green",
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y=4,
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x=6,
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class="toilet"
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},
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{
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color="green",
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y=4,
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x=4,
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class="toilet"
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},
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{
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color="blue",
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y=4,
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x=8,
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class="toilet"
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},
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{
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color="blue",
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y=4,
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x=6,
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class="toilet"
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},
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{
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color="blue",
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y=4,
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x=4,
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class="toilet"
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},
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{
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color="red",
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y=8,
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x=6,
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class="player"
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},
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{
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color="green",
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y=8,
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x=6,
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class="player"
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},
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{
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color="blue",
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y=8,
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x=6,
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class="player"
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}
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}
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}
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@ -135,18 +135,23 @@ rooms={
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y=9,
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x=11
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},
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{
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name="4",
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y=3,
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x=5
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},
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{
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name="yellow_skull",
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y=3,
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x=9
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},
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{
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name="jorge_room",
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y=5,
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x=5
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},
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{
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name="4",
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y=10,
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x=11
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}
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},
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lastRoom="start",
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lastRoom="yellow_4",
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width=18,
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height=18
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}
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}
|
||||
8
stories/start_sign.ink
Normal file
8
stories/start_sign.ink
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
yo wassup
|
||||
|
||||
* kick the sign
|
||||
it doesnt budge.
|
||||
* kiss the sign
|
||||
You step away, a little embarrassed.
|
||||
* [say nothing] you have nothing to say to a sign.
|
||||
- -> END
|
||||
1
stories/start_sign.lua
Normal file
1
stories/start_sign.lua
Normal file
|
|
@ -0,0 +1 @@
|
|||
return {["version"]={["engine"]=2,["tree"]=1},["inclusions"]={},["lists"]={},["tree"]={["_"]={["_"]={"yo wassup",{["node"]={"it doesnt budge."},["text"]="kick the sign",["choice"]="kick the sign"},{["node"]={"You step away, a little embarrassed."},["text"]="kiss the sign",["choice"]="kiss the sign"},{["text"]="you have nothing to say to a sign.",["choice"]="say nothing"},{["divert"]={["path"]="END",["tunnel"]=false}}}}},["constants"]={},["params"]={},["variables"]={}}
|
||||
31
tools/compile_ink.lua
Normal file
31
tools/compile_ink.lua
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
-- Compile Ink source (stories/*.ink) into the pre-parsed .lua books the game
|
||||
-- loads. LÖVE ships no lpeg, so parsing happens here, once, at author time;
|
||||
-- the game only ever requires the compiled .lua. Needs a standalone `lua` with
|
||||
-- lpeg installed (Arch: pacman -S lua-lpeg).
|
||||
--
|
||||
-- Run from the project root:
|
||||
-- lua tools/compile_ink.lua # compile every stories/*.ink
|
||||
-- lua tools/compile_ink.lua start_sign # compile stories/start_sign.ink
|
||||
-- lua tools/compile_ink.lua stories/foo.ink # explicit path
|
||||
|
||||
package.path = package.path .. ";libs/narrator/?.lua"
|
||||
local narrator = require("narrator.narrator")
|
||||
|
||||
local function compile(path)
|
||||
narrator.parse_file(path, { save = true })
|
||||
print("compiled " .. path .. " -> " .. (path:gsub("%.ink$", "") .. ".lua"))
|
||||
end
|
||||
|
||||
local targets = {}
|
||||
if #arg == 0 then
|
||||
local ls = io.popen("ls stories/*.ink 2>/dev/null")
|
||||
for line in ls:lines() do table.insert(targets, line) end
|
||||
ls:close()
|
||||
else
|
||||
for _, a in ipairs(arg) do
|
||||
table.insert(targets, a:match("%.ink$") and a or ("stories/" .. a .. ".ink"))
|
||||
end
|
||||
end
|
||||
|
||||
assert(#targets > 0, "no .ink files to compile")
|
||||
for _, t in ipairs(targets) do compile(t) end
|
||||
Loading…
Add table
Add a link
Reference in a new issue