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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,
}
 |