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--[[
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)
--]]
require "include.constants";
local algs = require "include.algs";
local hasLost = false;
local hasWon = false;
local hasIntro = false;
--- 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 == KEY_S then
print("Lua start");
c_trigger_level_start();
end
elseif scene == SCENE_LEVEL then
dx = 0
dy = 0
if (pressedKey == KEY_W) then
dy = -1
elseif pressedKey == KEY_A then
dx = -1
elseif pressedKey == KEY_S then
dy = 1
elseif pressedKey == KEY_D then
dx = 1
end
c_move_player(dx, dy)
end
end
function onUpdate()
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 = algs.pathfind(v, player, map)
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
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 -- s ..
.. 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,
}
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