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part24-state-based-animation.p8
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part24-state-based-animation.p8
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pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
debug = false
cutscene = {}
cutscene.scene = {}
cutscene.step = 1
cutscene.timer = 0
cutscene.wait = function(t)
cutscene.timer += 1
if cutscene.timer > t then
cutscene.advance()
end
end
cutscene.advance = function()
if #cutscene.scene > 0 then
cutscene.step += 1
cutscene.timer = 0
end
end
cutscene.update = function()
if #cutscene.scene > 0 then
if cutscene.step > #cutscene.scene then
-- reset
cutscene.scene = {}
cutscene.step = 1
cutscene.timer = 0
else
-- run the next part of the scene
local f = cutscene.scene[cutscene.step][1]
local p1 = cutscene.scene[cutscene.step][2]
local p2 = cutscene.scene[cutscene.step][3]
local p3 = cutscene.scene[cutscene.step][4]
f(p1,p2,p3)
end
end
end
curtain = {}
curtain.state = 'up'
curtain.height = 0
curtain.speed = 4
curtain.set = function(s)
curtain.state = s
cutscene.advance()
end
curtain.draw = function()
-- top
rectfill(0,0,128,curtain.height,0)
--bottom
rectfill(0,129,128,129-curtain.height,0)
end
curtain.update = function()
if curtain.state == 'up' then
if curtain.height > 0 then
curtain.height -= curtain.speed
end
end
if curtain.state == 'down' then
if curtain.height <= 64 then
curtain.height += curtain.speed
end
end
end
outside = {}
outside.x = 0
outside.y = 0
outside.w = 22
outside.h = 11
outside.bg = 3
shop = {}
shop.x = 22
shop.y = 0
shop.w = 12
shop.h = 8
shop.bg = 2
currentroom = outside
function setcurrentroom(room)
currentroom = room
cutscene.advance()
end
function moveroom(room,entity,x,y)
cutscene.scene = {
{curtain.set,'down'},
{cutscene.wait,20},
{setcurrentroom,room},
{entity.position.setposition,x,y},
{curtain.set,'up'},
{cutscene.wait,20}
}
end
-- a table comtaining all game entities
entities = {}
function printoutline(t,x,y,c)
-- draw the outline
for xoff=-1,1 do
for yoff=-1,1 do
print(t,x+xoff,y+yoff,0)
end
end
--draw the text
print(t,x,y,c)
end
function ycomparison(a,b)
if a.position == nil or b.position == nil then return false end
return a.position.y + a.position.h >
b.position.y + b.position.h
end
function sort(list, comparison)
for i = 2,#list do
local j = i
while j > 1 and comparison(list[j-1], list[j]) do
list[j],list[j-1] = list[j-1],list[j]
j -= 1
end
end
end
function canwalk(x,y)
return not fget(mget(x/8,y/8),7)
end
function touching(x1,y1,w1,h1,x2,y2,w2,h2)
return x1+w1 > x2 and
x1 < x2+w2 and
y1+h1 > y2 and
y1 < y2+h2
end
function newdialogue()
local d = {}
d.text = {nil,nil}
d.timed = false
d.timeremaining = 0
d.cursor = 0
d.set = function(text,timed)
-- split text into 2 lines
if #text > 15 then
local splitpos = 15
local spacefound = false
while splitpos < #text and spacefound == false do
if sub(text,splitpos,splitpos) == ' ' then
spacefound = true
end
splitpos += 1
end
d.text[0] = sub(text,0,splitpos-1)
d.text[1] = sub(text,splitpos,#text)
else
d.text[0] = text
d.text[1] = nil
end
d.timed = timed
d.cursor = 0
if timed then d.timeremaining = 100 end
cutscene.advance()
end
return d
end
function newstate(initialstate)
local s = {}
s.current = initialstate
return s
end
function newbounds(xoff,yoff,w,h)
local b = {}
b.xoff = xoff
b.yoff = yoff
b.w = w
b.h = h
return b
end
function newtrigger(xoff,yoff,w,h,f,type)
local t = {}
t.xoff = xoff
t.yoff = yoff
t.w = w
t.h = h
t.f = f
-- type = 'once', 'always' and 'wait'
t.type = type
t.active = false
return t
end
-- creates and returns a new control component
function newcontrol(left,right,up,down,input)
local c = {}
c.left = left
c.right = right
c.up = up
c.down = down
c.input = input
return c
end
-- creates and returns a new intention component
function newintention()
local i = {}
i.left = false
i.right = false
i.up = false
i.down = false
i.moving = false
return i
end
-- creates and returns a new position
function newposition(x,y,w,h)
local p = {}
p.x = x
p.y = y
p.w = w
p.h = h
p.setposition = function(x,y)
p.x = x
p.y = y
cutscene.advance()
end
return p
end
-- creates and returns a new sprite
function newsprite(sl)
local s = {}
s.spritelist = sl
s.index = 1
--s.flip = false
return s
end
function newanimation(l)
local a = {}
a.timer = 0
a.delay = 3
a.list = l
return a
end
-- creates and returns a new entity
function newentity(componenttable)
local e = {}
e.position = componenttable.position or nil
e.sprite = componenttable.sprite or nil
e.control = componenttable.control or nil
e.intention = componenttable.intention or nil
e.bounds = componenttable.bounds or nil
e.animation = componenttable.animation or nil
e.trigger = componenttable.trigger or nil
e.dialogue = componenttable.dialogue or nil
e.state = componenttable.state or {current='idle'}
return e
end
function playerinput(ent)
if #cutscene.scene > 0 then
ent.intention.left = false
ent.intention.right = false
ent.intention.up = false
ent.intention.down = false
ent.intention.moving = false
else
ent.intention.left = btn(ent.control.left)
ent.intention.right = btn(ent.control.right)
ent.intention.up = btn(ent.control.up)
ent.intention.down = btn(ent.control.down)
ent.intention.moving = ent.intention.left or ent.intention.right or
ent.intention.up or ent.intention.down
end
end
function npcinput(ent)
ent.intention.left = true
end
controlsystem = {}
controlsystem.update = function()
for ent in all(entities) do
if ent.control ~= nil and ent.intention ~= nil then
ent.control.input(ent)
end
end
end
physicssystem = {}
physicssystem.update = function()
for ent in all(entities) do
if ent.position and ent.bounds then
local newx = ent.position.x
local newy = ent.position.y
if ent.intention then
if ent.intention.left then newx -= 1 end
if ent.intention.right then newx += 1 end
if ent.intention.up then newy -= 1 end
if ent.intention.down then newy += 1 end
end
local canmovex = true
local canmovey = true
--
-- map collision
--
-- update x position if allowed to move
if not canwalk(newx+ent.bounds.xoff,ent.position.y+ent.bounds.yoff) or
not canwalk(newx+ent.bounds.xoff+ent.bounds.w-1,ent.position.y+ent.bounds.yoff+ent.bounds.h-1) or
not canwalk(newx+ent.bounds.xoff,ent.position.y+ent.bounds.yoff) or
not canwalk(newx+ent.bounds.xoff+ent.bounds.w-1,ent.position.y+ent.bounds.yoff+ent.bounds.h-1) then
canmovex = false
end
-- update y position if allowed to move
if not canwalk(ent.position.x+ent.bounds.xoff,newy+ent.bounds.yoff) or
not canwalk(ent.position.x+ent.bounds.xoff+ent.bounds.w-1,newy+ent.bounds.yoff) or
not canwalk(ent.position.x+ent.bounds.xoff+ent.bounds.w-1,newy+ent.bounds.yoff+ent.bounds.h-1) or
not canwalk(ent.position.x+ent.bounds.xoff+ent.bounds.w-1,newy+ent.bounds.yoff+ent.bounds.h-1) then
canmovey = false
end
--
-- entity collision
--
-- check x
for o in all(entities) do
if o.position and o.bounds then
if o ~= ent and
touching(newx+ent.bounds.xoff,ent.position.y+ent.bounds.yoff,ent.bounds.w,ent.bounds.h,
o.position.x+o.bounds.xoff,o.position.y+o.bounds.yoff,o.bounds.w,o.bounds.h) then
canmovex = false
end
end
end
-- check y
for o in all(entities) do
if o.position and o.bounds then
if o ~= ent and
touching(ent.position.x+ent.bounds.xoff,newy+ent.bounds.yoff,ent.bounds.w,ent.bounds.h,
o.position.x+o.bounds.xoff,o.position.y+o.bounds.yoff,o.bounds.w,o.bounds.h) then
canmovey = false
end
end
end
if canmovex then ent.position.x = newx end
if canmovey then ent.position.y = newy end
end
end
end
animationsystem = {}
animationsystem.update = function()
for ent in all(entities) do
if ent.sprite and ent.animation and ent.state then
if ent.animation.list[ent.state.current] then
-- increment timer
ent.animation.timer += 1
-- if timer is higher than the delay
if ent.animation.timer > ent.animation.delay then
-- increment the index and reset the timer
ent.sprite.index += 1
if ent.sprite.index > #ent.sprite.spritelist[ent.state.current]['images'] then
ent.sprite.index = 1
end
ent.animation.timer = 0
end
end
end
end
end
triggersystem = {}
triggersystem.update = function()
for ent in all(entities) do
if ent.trigger and ent.position then
local triggered = false
for o in all(entities) do
if ent ~= o and o.bounds and o.position then
if touching(ent.position.x+ent.trigger.xoff,ent.position.y+ent.trigger.yoff,ent.trigger.w,ent.trigger.h,
o.position.x+o.bounds.xoff,o.position.y+o.bounds.yoff,o.bounds.w,o.bounds.h) then
-- trigger is activated
triggered = true
if ent.trigger.type == 'once' then
ent.trigger.f(ent,o)
ent.trigger = nil
break
end
if ent.trigger.type == 'always' then
ent.trigger.f(ent,o)
ent.trigger.active = true
end
if ent.trigger.type == 'wait' then
if ent.trigger.active == false then
ent.trigger.f(ent,o)
ent.trigger.active = true
end
end
end
end
end
if triggered == false then
ent.trigger.active = false
end
end
end
end
dialoguesystem = {}
dialoguesystem.update = function()
for ent in all(entities) do
if ent.dialogue then
if ent.dialogue.text[0] then
-- calculate length of text
local len = #ent.dialogue.text[0]
if ent.dialogue.text[1] and #ent.dialogue.text[1] > 0 then
len += #ent.dialogue.text[1]
end
if ent.dialogue.cursor < len then
ent.dialogue.cursor += 1
end
if ent.dialogue.timed and
ent.dialogue.timeremaining > 0 then
ent.dialogue.timeremaining -= 1
end
end
end
end
end
gs = {}
gs.update = function()
cls()
sort(entities, ycomparison)
local camerax = -64+player.position.x+(player.position.w/2)
local cameray = -64+player.position.y+(player.position.h/2)
--centre camera on player
camera(camerax,cameray)
map()
-- draw all entities with sprites and positions
for ent in all(entities) do
-- draw entity
if ent.sprite and ent.position and ent.state then
sspr(ent.sprite.spritelist[ent.state.current]['images'][ent.sprite.index][1],
ent.sprite.spritelist[ent.state.current]['images'][ent.sprite.index][2],
ent.position.w, ent.position.h,
ent.position.x, ent.position.y,
ent.position.w, ent.position.h,
ent.sprite.spritelist[ent.state.current]['flip'],false)
end
-- draw bounding boxes
if debug then
-- bounding boxes
if ent.position and ent.bounds then
rect(ent.position.x+ent.bounds.xoff,
ent.position.y+ent.bounds.yoff,
ent.position.x+ent.bounds.xoff+ent.bounds.w-1,
ent.position.y+ent.bounds.yoff+ent.bounds.h-1,9)
end
-- trigger boxes
if ent.position and ent.trigger then
local colour
if ent.trigger.active then colour = 11 else colour = 10 end
rect(ent.position.x+ent.trigger.xoff,
ent.position.y+ent.trigger.yoff,
ent.position.x+ent.trigger.xoff+ent.trigger.w-1,
ent.position.y+ent.trigger.yoff+ent.trigger.h-1,colour)
end
end
end
camera()
--crosshair sprite
--spr(16,64-4,64-4)
-- draw room border
-- top border
rectfill(-1,-1,128,(currentroom.y*8)-cameray-1,currentroom.bg)
-- left border
rectfill(-1,-1,(currentroom.x*8)-camerax-1,128,currentroom.bg)
-- right border
rectfill((currentroom.x+currentroom.w)*8-camerax,-1,128,128,currentroom.bg)
-- bottom border
rectfill(-1,(currentroom.y+currentroom.h)*8-cameray,128,128,currentroom.bg)
camera(camerax,cameray)
-- draw dialogue boxes
for ent in all(entities) do
if ent.dialogue and ent.position then
if ent.dialogue.text[0] then
if (ent.dialogue.timed == false) or
(ent.dialogue.timed and ent.dialogue.timeremaining > 0) then
-- move text up if there are 2 lines
local offset = 0
if ent.dialogue.text[1] then
if #ent.dialogue.text[1] > 0 then
offset -= 8
end
end
-- draw line 1
local texttodraw = sub(ent.dialogue.text[0],0,ent.dialogue.cursor)
printoutline(texttodraw,ent.position.x-10,ent.position.y+offset-8,7)
-- draw line 2
if ent.dialogue.text[1] then
texttodraw = sub(ent.dialogue.text[1],0,max(0,ent.dialogue.cursor - #ent.dialogue.text[0]))
printoutline(texttodraw,ent.position.x-10,ent.position.y+offset,7)
end
end
end
end
end
camera()
curtain.draw()
end
function _init()
-- create a player entity
player = newentity({
-- create a position component
position = newposition(10,10,4,8),
-- create a sprite component
--sprite = newsprite({{8,0},{12,0},{16,0},{20,0}},1),
sprite = newsprite({
standleft = { images = {{8,0}}, flip = true },
moveleft = { images = {{8,0},{12,0},{16,0},{20,0}}, flip = true },
standright = { images = {{8,0}}, flip = false },
moveright = { images = {{8,0},{12,0},{16,0},{20,0}}, flip = false },
standup = { images = {{24,0}}, flip = true },
moveup = { images = {{24,0},{28,0},{32,0},{36,0}}, flip = true },
standdown = { images = {{24,8}}, flip = false },
movedown = { images = {{24,8},{28,8},{32,8},{36,8}}, flip = false },
}),
-- create a control component
control = newcontrol(0,1,2,3,playerinput),
-- create an intention component
intention = newintention(),
-- create a new bounding box
bounds = newbounds(0,6,4,2),
-- create a new animation component
animation = newanimation({moveleft=true,moveright=true,moveup=true,movedown=true}),
-- dialogue component
dialogue = newdialogue(),
-- state component
state = newstate('standdown')
})
add(entities,player)
-- create a tree entity
add(entities,
newentity({
-- create a position component
position = newposition(30,30,16,16),
-- create a sprite component
sprite = newsprite({ idle = { images = {{8,8}}, flip = false } }),
-- create a new bounding box
bounds = newbounds(6,12,4,4),
-- trigger component
trigger = newtrigger(4,10,8,8,
function(self,other)
if other == player then
-- cutscene
cutscene.scene = {
{other.dialogue.set,'oh look, a tree. how beautiful!',true},
{cutscene.wait,100},
{other.dialogue.set,'some more text!',true},
{cutscene.wait,100}
}
end
end,'wait')
})
)
-- create a shop entity
add(entities,
newentity({
-- create a position component
position = newposition(60,40,16,16),
-- create a sprite component
sprite = newsprite({ idle = { images = {{40,0}}, flip = false } }),
-- create a new bounding box
bounds = newbounds(0,8,16,8),
-- create a new trigger component
trigger = newtrigger(10,16,5,3,
function(self,other)
if other == player then
moveroom(shop,other,242,44)
end
end,'wait')
})
)
-- create a shop door exit trigger
add(entities,
newentity({
-- create a position component
position = newposition(240,55,16,3),
-- create a new trigger component
trigger = newtrigger(0,0,8,3,
function(self,other)
if other == player then
moveroom(outside,other,70,55)
end
end,'wait')
})
)
end
function _update()
--check player input
controlsystem.update()
-- move entities
physicssystem.update()
-- animate entities
animationsystem.update()
-- check triggers
triggersystem.update()
-- update dialogue
dialoguesystem.update()
-- update cutscene
cutscene.update()
-- update curtain
curtain.update()
end
function _draw()
gs.update()
end
__gfx__
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