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