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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";
--- 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,
}
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