Commit Graph

41 Enmetoj

Author SHA1 Message Date
Jaidyn Ann 2a78737d28 Support for taking items
That is, directly moving an entity from the map
into the player’s pocket. Real simple
implementation, it’s just another
interact-function for use with your entities.
2023-06-26 11:12:06 -05:00
Jaidyn Ann 738239f50a Persistent data between maps! How exciting!
I spent a good chunk of time trying to get rid of
the maps’ global variables, instead packing each
map into a :map variable in a “game” hash-table…
but, wow, that took a while. And also made things
a bit more complicated. And also… we could just
do this. From this commit. So much easier! @-@
2023-06-26 09:33:51 -05:00
Jaidyn Ann 766f2dedee Whoops, too invisible! I fyixed it uwu 2023-06-26 09:08:45 -05:00
Jaidyn Ann 67019e9afb Moving between maps: Doorways! ♥ 2023-06-25 14:40:12 -05:00
Jaidyn Ann b61739aa24 Support for events triggered by moving to point
That is, a new “Trigger” Tiled object-type has
been made, which is just a rectangle with an
associated function. If the rectangle is stepped
upon (uwu step on me owo), the function is
triggered. Y’know, standard RPG stuffs.
2023-06-24 22:17:42 -05:00
Jaidyn Ann 1c2a371b38 Add casino attendant and bartender 2023-06-24 20:12:18 -05:00
Jaidyn Ann 90223f4a4c Flexibly edit entity data in dialogue
… including way better ^_^ dialogue :D
face! \o/ editing!
2023-06-24 19:49:47 -05:00
Jaidyn Ann 1a44f2bcac Begin the Casino map!
… including the gambler-dude story arc.
2023-06-24 17:01:12 -05:00
Jaidyn Ann 346d9d3a9d Begin proper dialogue with Sasha! 2023-06-23 22:25:16 -05:00
Jaidyn Ann 4d4b65da9c Split off STATE-LOOP into an engine package (⚙)
… while making generic state-function-creators for
both dialogues and overworld maps. This should
make game-specific code more pretty-like!
2023-06-23 13:29:09 -05:00
Jaidyn Ann e21d16069b Translations of menu-items ^_^ 2023-06-23 12:54:29 -05:00
Jaidyn Ann 495ed87f09 Baseline support for translations! :D
It’s not using gettext or anything, just a simple
system I cooked up for having the translations
hard-coded in, side-by-side.
… it’s easier for me this way when writing, and
it’ll make things easier later on, during
distribution :P
2023-06-23 11:28:34 -05:00
Jaidyn Ann b617e92aba Add `move` directive to dialogues — for moving! :D 2023-06-22 19:20:20 -05:00
Jaidyn Ann c7c0ed6d65 Menu state-function creator: #'📋:make-menu-state 2023-06-22 11:31:49 -05:00
Jaidyn Ann 82254570b1 Orienting dialogue to the left or right of entity 2023-06-20 20:04:13 -05:00
Jaidyn Ann 6467d9bec3 Don’t over-:use packages (hee-hee) 2023-06-19 14:58:12 -05:00
Jaidyn Ann b8faba4c6a When printing dialogue, show chars one-at-a-time
Y’know, RPG-style! ‘Cause we’re cool kids! c:<
… and this is a real RPG! This is legit!
This is legit! … this is legit… =,w,=
It _will_ be legit!
2023-06-19 14:43:46 -05:00
Jaidyn Ann 95442b39db Change entity faces while they’re talking
What a cool effect ^w^ ^o^ ^w^
2023-06-19 08:47:45 -05:00
Jaidyn Ann 218dcdc465 Start basic dialogue state, etc?
This is so bad, I wanna dieee :w:
2023-06-17 22:47:30 -05:00
Jaidyn Ann 6f60c76f4b Reorder overworld.tiled functions; overworld.util
No functional changes.
Re-order functions in overworld.tiled so SBCL
doesn't complain at me.
Split some functions from overworld.tiled into
a new overworld.util package. Also rename the
files in a nice way!
2023-06-17 10:12:23 -05:00
Jaidyn Ann b31446c0f1 Interact with nearby entities 2023-06-16 14:28:41 -05:00
Jaidyn Ann 0f512e80ea Switch MAP to being a hash-table instead of a plist
Having MAP be a hash-table makes it a little more
mutable (friendly for a game of this structure.
Because, y’know, we… I’m too lazy to explain this.
Read the code. Which I’m pretty sure is illegible.
Sorry… =w=""""") :w:
>o< cries cries cires criesd
2023-06-16 12:41:19 -05:00
Jaidyn Ann c801a2ddfb Run INTERACT function mentioned in Tiled map 2023-06-16 12:16:44 -05:00
Jaidyn Ann 32c95c3725 Use state return-values for overworld loop 2023-06-09 20:14:31 -05:00
Jaidyn Ann 8cbd029d6d Add optional “RETURN” pair to menu alists
In case you don't want a menu to return the
function's value when selected — or if you
don't want to have to add a function at all.
2023-06-09 18:22:56 -05:00
Jaidyn Ann 0cfd2deae0 Rename state-loop’s loop functions to “state-functions”
Also document all current state-functions.
2023-06-09 16:17:21 -05:00
Jaidyn Ann 94335468b3 Begin overworld-rendering loop
It draws to the screen, now! Err, well, it has
been able to do that, since my first day on
this project. But until now, there wasn't a
menu leading you there! c:<
2023-06-09 07:07:28 -05:00
Jaidyn Ann 7fe6d2a24d Simplify main function 2023-06-09 06:57:16 -05:00
Jaidyn Ann 21cfca30d2 Create general “state”-system
… by which an individual state's loop can plug
in another superceding loop function. Ex.,
a menu giving way to a sub-menu.
2023-06-08 21:57:51 -05:00
Jaidyn Ann e6e4410a91 Make menu-alist type real alist 2023-06-08 20:31:55 -05:00
Jaidyn Ann f06849b710 Implement menu input-loop; changing selection 2023-06-07 19:02:11 -05:00
Jaidyn Ann e59c192888 Support for selection-animations and a menu-format
Now menu reselection/selection can be animated
easily! It'll look super-cool when I get input
working, I swearrr.
2023-06-06 23:27:30 -05:00
Jaidyn Ann ee8b68033d Start of UI state-loop: Displaying and updating menus 2023-06-06 15:59:31 -05:00
Jaidyn Ann 7142cf4667 Start UI: Line-wrapping string printing 2023-06-04 12:52:18 -05:00
Jaidyn Ann 50bdc5fe5c Split into packages; no functional change 2023-06-04 04:04:34 -05:00
Jaidyn Ann 1f6ebbcfac Basic support for key layouts
Adds a small layer for translating input characters from non-QWERTY
keyboard layouts into their QWERTY counterparts. After all, it's
not the WASD that counts, but the position: ,AOE is just as valid!
2023-06-04 03:35:03 -05:00
Jaidyn Ann 2203f80454 Semantic parsing of input; ncurses for raw input
Yes, ncurses. Look, I caved, okay?!
But in my defense, I couldn't find a simple way to
get raw input in both a framebuffer and an xorg
terminal, so… ncurses can handle the details.
I'm just a dummy, you can't expect me to do
everything!

Well, input is parsed into a somewhat-semantic
format, so at least I did *something* alright.
2023-06-04 02:33:53 -05:00
Jaidyn Ann 25881ca350 Remove source-file copyright header 2023-06-03 22:13:45 -05:00
Jaidyn Ann 6fd48fd2dc Split matrix-loops into separate do-for-cell macro 2023-06-03 22:09:23 -05:00
Jaidyn Ann ce3dcebbb4 On screen refresh, only draw changed characters
The previous method — clearing the screen and
completely redrawing every frame — caused severe
screen-flickering. This is better, calculating the
changed characters per-frame and printing only
those.
2023-06-01 23:18:15 -05:00
Jaidyn Ann 20bc695cdf Simply rename the program! 2023-06-01 00:23:45 -05:00
Renamed from flora-sercha-sauna.lisp (Browse further)