From c57ae8c42c1f2f2ed576719c00cff5cf613fe650 Mon Sep 17 00:00:00 2001 From: Steph Enders Date: Thu, 16 Jun 2022 16:14:18 -0400 Subject: Added onUpdate logic to move the enemies etc Created some algorithm logic for enemy movement Allowed for default overrides --- src/Api.h | 93 ++++++++++++++++++++++++++++++++++++++++++++++----------------- 1 file changed, 68 insertions(+), 25 deletions(-) (limited to 'src/Api.h') diff --git a/src/Api.h b/src/Api.h index da763c2..f9e7e8d 100644 --- a/src/Api.h +++ b/src/Api.h @@ -7,16 +7,24 @@ extern std::shared_ptr lvl; -static int -c_update_player_pos(lua_State* L) -{ +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(lua_tonumber(L, -1)); int dx = static_cast(lua_tonumber(L, -2)); bool res = false; - if (lvl->canStep(dx, dy)) { + if (lvl->playerCanStep(dx, dy)) { lvl->player.x += dx; lvl->player.y += dy; res = true; @@ -27,45 +35,80 @@ c_update_player_pos(lua_State* L) return 1; } -static int -c_player_can_move(lua_State* L) -{ +static int c_move_enemy(lua_State *L) { // stack ordering int dy = static_cast(lua_tonumber(L, -1)); int dx = static_cast(lua_tonumber(L, -2)); + int id = static_cast(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; + } - bool res = lvl->canStep(dx, dy); lua_pushboolean(L, res); return 1; } -static int -c_enemy_can_move(lua_State* L) -{ - 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); + } -static int -c_spawn_enemy(lua_State* L) -{ return 1; } -static int -c_destroy_enemy(lua_State* L) -{ +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_update_player_pos", c_update_player_pos); - lua_register(L, "c_player_can_move", c_player_can_move); - lua_register(L, "c_enemy_can_move", c_enemy_can_move); +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 -- cgit v1.2.3-54-g00ecf