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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,
}