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authorSteph Enders <smenders@gmail.com>2022-06-17 11:19:51 -0400
committerSteph Enders <smenders@gmail.com>2022-06-17 11:19:51 -0400
commit87a53f2a09a204ca9bcdde9c73db414c79075326 (patch)
tree5dbb78e554d01a8f9dd1e3cdf11d4077f0d15676 /src/Api.h
parent49bb775d4cf9935b0f0d54daa358423ac786c9be (diff)
Add scene controls and win/loss scenarios
Setup ability to check collisions and transition game scene
Diffstat (limited to 'src/Api.h')
-rw-r--r--src/Api.h114
1 files changed, 0 insertions, 114 deletions
diff --git a/src/Api.h b/src/Api.h
deleted file mode 100644
index f9e7e8d..0000000
--- a/src/Api.h
+++ /dev/null
@@ -1,114 +0,0 @@
-#ifndef DNG_API_H
-#define DNG_API_H
-
-#include "Level.h"
-#include <lua.hpp>
-#include <memory>
-
-extern std::shared_ptr<Level> lvl;
-
-static int c_get_player_position(lua_State *L) {
- lua_createtable(L, 0, 2);
- lua_pushnumber(L, lvl->player.y + 1);
- lua_setfield(L, -2, "y");
- lua_pushnumber(L, lvl->player.x + 1);
- lua_setfield(L, -2, "x");
-
- return 1;
-}
-
-static int c_move_player(lua_State *L) {
- // stack ordering
- int dy = static_cast<int>(lua_tonumber(L, -1));
- int dx = static_cast<int>(lua_tonumber(L, -2));
-
- bool res = false;
-
- if (lvl->playerCanStep(dx, dy)) {
- lvl->player.x += dx;
- lvl->player.y += dy;
- res = true;
- }
-
- lua_pushboolean(L, res);
-
- return 1;
-}
-
-static int c_move_enemy(lua_State *L) {
- // stack ordering
- int dy = static_cast<int>(lua_tonumber(L, -1));
- int dx = static_cast<int>(lua_tonumber(L, -2));
- int id = static_cast<int>(lua_tonumber(L, -3));
-
- int i = lvl->getEnemyIndex(id);
- // guard against enemy not found
- if (i == -1) {
- lua_pushboolean(L, false);
- return 1;
- }
-
- bool res = false;
- if (lvl->enemyCanStep(lvl->enemyPositions[i], dx, dy)) {
- lvl->enemyPositions[i].x += dx;
- lvl->enemyPositions[i].y += dy;
- res = true;
- }
-
- lua_pushboolean(L, res);
-
- return 1;
-}
-
-static int c_get_enemies(lua_State *L) {
- lua_createtable(L, int(lvl->enemyPositions.size()), 0);
-
- int idx = 0;
-
- for (auto &pos : lvl->enemyPositions) {
- lua_pushnumber(L, ++idx);
- lua_createtable(L, 0, 3);
- lua_pushnumber(L, pos.id);
- lua_setfield(L, -2, "id");
- lua_pushnumber(L, pos.x + 1);
- lua_setfield(L, -2, "x");
- lua_pushnumber(L, pos.y + 1);
- lua_setfield(L, -2, "y");
- lua_settable(L, -3);
- }
-
- return 1;
-}
-
-static int c_spawn_enemy(lua_State *L) { return 1; }
-
-static int c_destroy_enemy(lua_State *L) { return 1; }
-
-static int c_get_map(lua_State *L) {
- lua_createtable(L, int(lvl->map.size()), 0);
- int idx = 0;
- for (auto &vec : lvl->map) {
- lua_pushnumber(L, ++idx);
- lua_createtable(L, int(vec.size()), 0);
- int inner_idx = 0;
- for (auto &c : vec) {
- lua_pushnumber(L, ++inner_idx);
- lua_pushnumber(L, c == WALL_SPACE ? 1 : 0);
- lua_rawset(L, -3);
- }
- lua_rawset(L, -3);
- }
- return 1;
-}
-
-static void init_c_api(lua_State *L) {
- lua_register(L, "c_move_player", c_move_player);
- lua_register(L, "c_move_enemy", c_move_enemy);
- lua_register(L, "c_spawn_enemy", c_spawn_enemy);
- lua_register(L, "c_destroy_enemy", c_destroy_enemy);
- lua_register(L, "c_get_enemies", c_get_enemies);
- lua_register(L, "c_get_player_position", c_get_player_position);
- lua_register(L, "c_get_map", c_get_map);
-}
-
-#endif // DNG_API_H \ No newline at end of file