47 lines
1.3 KiB
Lua
47 lines
1.3 KiB
Lua
-- assume that the engine will create these
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local floor = {}
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floor.entity = {}
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fn = function(code)
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-- TODO sandbox code appropriately
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end
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floor.get = function(self, x, y)
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-- TODO whatever is returned by this can be compared with a string to see if its character matches
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-- TODO this should return a second value, a table of entities! or empty table
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end
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-- below here is created by the user
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floor.entity[1] = { x = 0, y = 0, character = "@" } -- entity drawing defaults: character="e",color={1,1,1,1},background={0,0,0,1}
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floor.global_functions = {}
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floor.global_functions.action = function(x, y)
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local player = floor.entity[1]
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local target, entities = floor:get(x, y)
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if target == " " and #entities == 0 then
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player.x = x
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player.y = y
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-- TODO elseif entities / other things
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end
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end
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-- assumes engine will call it to initialize a floor before it is used
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floor.init = function()
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for name, code in pairs(floor.global_functions) do
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_G[name] = fn(code)
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end
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if not floor.generated then
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-- TODO generate this floor!
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end
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end
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floor.update = function(key)
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local player = floor.entity[1]
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if key == "up" then
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action(player.x, player.y - 1)
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elseif key == "left" then
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action(player.x - 1, player.y)
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elseif key == "down" then
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action(player.x, player.y + 1)
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elseif key == "right" then
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action(player.x + 1, player.y)
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end
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end
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