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-- -----------------------------------------------------------------------
-- dng
-- ------------------------------------------------------------------------
-- Copyright (c) 2022 Steph Enders <steph@senders.io>
--
-- This software is provided 'as-is', without any express or implied
-- warranty. In no event will the authors be held liable for any damages
-- arising from the use of this software.
--
-- Permission is granted to anyone to use this software for any purpose,
-- including commercial applications, and to alter it and redistribute it
-- freely, subject to the following restrictions:
--
-- 1. The origin of this software must not be misrepresented; you must not
-- claim that you wrote the original software. If you use this software
-- in a product, an acknowledgment in the product documentation would
-- be appreciated but is not required.
--
-- 2. Altered source versions must be plainly marked as such, and must not
-- be misrepresented as being the original software.
--
-- 3. This notice may not be removed or altered from any source
-- distribution.
--
-- -----------------------------------------------------------------------
--[[
These are the default implementations of the override actions.
If you want to add custom logic into your game you can define a "proc.lua" in your map dir.
The following functions are also available via our C library:
void c_update_player_pos (dx, dy)
boolean c_player_can_move (dx, dy)
boolean c_enemy_can_move (id, dx, dy)
c_spawn_enemy (x, y)
c_destroy_enemy (id)
c_trigger_win()
c_trigger_loss(msg)
c_fatal(msg)
--]]
package.path = "./?.lua;" .. package.path
require "dnglib.constants";
local algs = require "dnglib.algs";
local hasLost = false;
local hasWon = false;
local hasIntro = false;
keys = {
up = KEY_UP,
down = KEY_DOWN,
left = KEY_LEFT,
right = KEY_RIGHT,
quit = KEY_ESCAPE,
start = KEY_SPACE,
restart = KEY_SPACE,
}
--- setup random
--math.randomseed(os.time())
---@param pressedKey number
function onKeyPress(pressedKey)
scene = c_get_scene()
assert(type(scene) == "number", "scene is not a number")
if scene == SCENE_INTRO then
if pressedKey == keys.start then
c_trigger_level_start();
end
elseif scene == SCENE_LEVEL then
dx = 0
dy = 0
if pressedKey == keys.up then
dy = -1
elseif pressedKey == keys.left then
dx = -1
elseif pressedKey == keys.down then
dy = 1
elseif pressedKey == keys.right then
dx = 1
end
c_move_player(dx, dy)
elseif scene == SCENE_WIN or scene == SCENE_LOSS then
if pressedKey == keys.restart then
c_trigger_restart()
end
end
end
local diff_time = 0
---@param dt number
function onUpdate(dt)
diff_time = diff_time + dt
enemies = c_get_enemies()
assert(type(enemies) == "table", "Enemies not a table")
player = c_get_player_position()
assert(type(player) == "table", "Player is not a table")
map = c_get_map();
assert(type(map) == "table", "map is not a table")
for _, v in ipairs(enemies) do
local next;
if diff_time >= MOV_TIME then
next = algs.pathfind(v, player, map)
else
next = { dx = 0, dy = 0 }
end
new_pos = c_move_enemy(v.id, next.dx, next.dy)
assert(type(new_pos) == "table", "new_pos is not a table")
if new_pos.x == player.x and new_pos.y == player.y then
c_trigger_loss()
end
end
treasures = c_get_treasures()
assert(type(treasures) == "table", "treasures is not a table")
for _, t in ipairs(treasures) do
if t.x == player.x and t.y == player.y then
c_score_treasure(t.id)
if #treasures == 1 then
c_trigger_win()
end
end
end
if diff_time > MOV_TIME then
diff_time = 0
end
end
function onWin()
if hasWon == false then
hasWon = true
print("You WIN!!!!!!!!!")
end
end
function onLoss()
if hasLost == false then
hasLost = true
print("Oh no! You lost!")
end
end
function onIntro()
if hasIntro == false then
hasIntro = true
print([[
...................
.. dng ..
...................
.. controls ..
...................
.. start -- space..
.. move -- wasd ..
.. quit -- q ..
...................
.. goal ..
...................
.. Find treasure ..
.. Avoid enemies ..
...................
]])
end
end
--- allow for requiring in other files for usage
return {
onKeyPress = onKeyPress,
onUpdate = onUpdate,
onWin = onWin,
onLoss = onLoss,
onIntro = onIntro,
keys = keys,
}
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