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225 lines
5.5 KiB
225 lines
5.5 KiB
player_sprite_number = 48
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player_x, player_y = 24,16
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step_timer, stride_length = 0, 4
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locations = {}
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function crystals(story_state)
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add(inventory, make_item(library.item_blueprints.crystal))
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change_screen(screen_conversation({{phoebe_portrait, "my family makes things out of these crystals! i'll take one."}}))
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end
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locations["5,0"]=crystals
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locations["6,0"]=crystals
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function barrel(story_state)
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sfx(1)
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change_screen(screen_conversation({{phoebe_portrait, "it's a barrel!"}}))
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end
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locations["2,1"]=barrel
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locations["10,10"]=barrel
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locations["3,1"]=function() -- the atelier!
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sfx(4)
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change_screen(screen_workbench)
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end
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locations["12,1"]=function() --at the well. give us ssome water
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add(inventory, make_item(library.item_blueprints.well_water))
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change_screen(screen_conversation({{phoebe_portrait, "slurp!"}}))
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toast("received water!")
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sfx(0)
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end
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locations["3,10"] = script_charcoal_seller
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locations["11,5"] = script_neighbor
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locations["9,5"] = script_lenore
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locations["9,8"] = script_library
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locations["11,13"] = script_witch
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function herbs(story_state)
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add(inventory, make_item(library.item_blueprints.herb))
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change_screen(screen_conversation({
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{phoebe_portrait, "ooh, healing herbs! i'll take some. not more than 1/3 the patch though!"}
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}))
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toast("received herbs!")
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end
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locations["14,12"] = herbs
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locations["14,13"] = herbs
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locations["13,13"] = herbs
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locations["13,14"] = herbs
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function beach(story_state)
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add(inventory, make_item(library.item_blueprints.sand))
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change_screen(screen_conversation({
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{phoebe_portrait, "how many grains of sand does it take before it becomes a pile?"}
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}))
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toast("received sand!")
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end
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locations["3,15"] = beach
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locations["4,15"] = beach
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locations["5,15"] = beach
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locations["6,15"] = beach
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locations["7,15"] = beach
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function interact(x, y)
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if testing then
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toast(x .. "," .. y)
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end
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result = locations[flr(x) .. "," .. flr(y)]
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if result ~= nil then result(story) end
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end
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function flags_from_xy(x, y)
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return fget(mget(x/8, 16+y/8))
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end
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function walkaround_update()
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moved=false
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dx, dy = 0, 0
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if btn(0) then dx = -1 end
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if btn(1) then dx = 1 end
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if btn(2) then dy = -1 end
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if btn(3) then dy = 1 end
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if dx == -1 then flip_x, up, down = true, false, false end
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if dx == 1 then flip_x, up, down = false, false, false end
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if dy == -1 then up, down = true, false end
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if dy == 1 then up, down = false, true end
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if dx ~= 0 or dy ~= 0 then moved = true end
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if testing then dx, dy = 2*dx, 2*dy end
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if flags_from_xy(player_x + dx, player_y + dy) & 0x80 == 0 then player_x, player_y = player_x + dx, player_y + dy end
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if testing then dx, dy = dx/2, dy/2 end
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if moved then
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test_x, test_y = player_x + 8*dx, player_y + 8*dy
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elseif up then
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test_x, test_y = player_x, player_y - 8
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elseif down then
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test_x, test_y = player_x, player_y + 8
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elseif flip_x then
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test_x, test_y = player_x - 8, player_y
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else
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test_x, test_y = player_x + 8, player_y
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end
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if btnp(4) then interact(test_x/8, test_y/8) end
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end
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function walkaround_draw()
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cls()
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rectfill(8,8,120,120,3)
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map(0,16,0,0,16,16) -- draw the town map
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update_player_sprite()
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spr(player_sprite_number, player_x-4, player_y-8, 1,1, flip_x)
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map(0,16,0,0,16,16, 0x40) -- redraw the tiles which are supposed to appear over the player! (flag 6)
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end
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function update_player_sprite()
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if up then player_sprite_number = 52 + (player_sprite_number % 2)
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elseif down then player_sprite_number = 50 + (player_sprite_number % 2)
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else player_sprite_number = 48 + (player_sprite_number % 2) end
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if moved then
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step_timer += 1
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if step_timer > stride_length then
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step_timer = 0
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if player_sprite_number % 2 == 0 then player_sprite_number += 1
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elseif player_sprite_number % 2 ~= 0 then player_sprite_number -= 1 end
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end
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end
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end
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screen_walkaround = {update=walkaround_update, draw=walkaround_draw}
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if not testing then
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screen_walkaround = screen_conversation({
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{phoebe_portrait, [[oh, and this is the town! all sorts of things to do here.]]},
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{phoebe_portrait, [[like i could go get water from the well to the east,]]},
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{phoebe_portrait, [[or go pick up some charcoal from the red house to the southwest!]]},
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{phoebe_portrait, [[just face a building and press ❎!]]}
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},
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function()
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screen_walkaround = {draw=walkaround_draw, update=walkaround_update}
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change_screen(screen_walkaround)
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end,
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screen_walkaround)
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end
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fireworks = {}
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stars = {}
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drag = 0.1
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fireworks_frequency = 8
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function fireworks_update()
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walkaround_update()
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new_fireworks = {}
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new_stars = {}
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if rnd(100) < fireworks_frequency then add(new_fireworks, new_firework()) end
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for f in all(fireworks) do
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velocity = sqrt(f.vx*f.vx + f.vy*f.vy)
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f.x = f.x + f.vx
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f.y = f.y + f.vy
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f.vx = f.vx*(1-drag*velocity)
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f.vy = f.vy*(1-drag*velocity)
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if velocity < 0.2 then
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for i=1,10 do
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add(new_stars,new_star(f))
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end
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else
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add(new_fireworks, f)
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end
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end
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for s in all(stars) do
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velocity = sqrt(s.vx*s.vx + s.vy*s.vy)
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s.x = s.x + s.vx
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s.y = s.y + s.vy
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s.vx = s.vx*(1-drag*velocity)
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s.vy = s.vy*(1-drag*velocity)
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if velocity > 0.2 then
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add(new_stars, s)
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end
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end
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fireworks = new_fireworks
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stars = new_stars
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end
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function new_firework()
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return {
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alive=true,
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x=rnd(128),
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y=rnd(112)+16,
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vx=rnd(0.4)-0.2,
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vy=-5+rnd(1),
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c=rnd({10, 8, 7})
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}
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end
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function new_star(t)
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z = rnd(2)
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return {
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alive=true,
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x=t.x,
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y=t.y,
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vx = sin(z)*2,
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vy = cos(z)*2,
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c=t.c
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}
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end
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function fireworks_draw()
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walkaround_draw()
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for f in all(fireworks) do
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circfill(f.x, f.y, 1, f.c)
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end
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for s in all(stars) do
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circfill(s.x, s.y, 1, s.c)
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end
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end |