More menu work. Begin implementing an inventory system.
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42
menu.lua
42
menu.lua
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@ -2,12 +2,52 @@ function init_menu()
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-- add pause menu items first
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menuitem(1, "save game", save_game)
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menuitem(2, "erase save data", clear_save)
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menu_cursor = 0
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menu_map = {
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[0] = nil,
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[1] = nil,
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[2] = save_game
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}
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end
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function menu_input()
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menu_mode = false -- todo: implement an actual menu
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if btnp(5) then
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menu_mode = false
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end
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-- todo: implement an actual menu control
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end
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function draw_menu()
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menu_draw_inventory()
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menu_draw_options()
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end
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function menu_draw_inventory()
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rectfill(0,0,64,64,1)
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rect(0,0,64,64,5)
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local inv_cursor = 0
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for k,v in pairs(inventory) do
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if v > 0 then
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spr(k, 8, 8+inv_cursor*8)
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print(v, 18, 8+inv_cursor*8, 15)
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end
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end
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end
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function menu_draw_options()
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rectfill(80, 0, 127, 64, 1)
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rect(80, 0, 127, 64, 5)
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cursor(96, 8)
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color(15)
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print("eat")
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print("build")
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print("save")
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-- cursor
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print("->", 84, 8+menu_cursor*6)
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end
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18
player.lua
18
player.lua
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@ -19,6 +19,24 @@ function init_player()
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facing_v = 1
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facing_h = 0
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-- constants for item IDs. Doubles as sprite indices.
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item_mushroom = 64
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item_cactus_meat = 65
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item_wood = 66
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item_cactus_flower = 80
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item_berries = 81
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item_cactus_meal = 66
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-- inventory is a map of item ids to counts
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inventory = {
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item_mushroom = 0,
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item_cactus_meat = 0,
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item_wood = 0,
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item_cactus_flower = 0,
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item_berries = 0,
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item_cactus_meal = 0
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}
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-- this is a constant for looking up player sprites by facing
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player_lookup = {
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[0] = {
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