summaryrefslogtreecommitdiff
path: root/include/defaults.lua
blob: a6cefe5744dddb020c659c5dd1bb1f4045a91636 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
--[[
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";

--- setup random
--math.randomseed(os.time())

---@param pressedKey number
function onKeyPress(pressedKey)

    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

function onUpdate()
    enemies = c_get_enemies() -- external
    assert(type(enemies) == "table", "Enemies not a table")

    player = c_get_player_position() -- external
    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)
        c_move_enemy(v.id, next.dx, next.dy)
    end
end

--- allow for requiring in other files for usage
return {
    onKeyPress = onKeyPress,
    onUpdate = onUpdate,
}