cirnofarm/src/game.lua

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--cd("/cirnofarm/src")
--include("/cirnofarm/src/cirno.lua")
function make_path(name)
local base_path = "/cirnofarm/src/" -- Change this when releasing
return base_path .. name
end
local _modules = {}
function loadfile (filename)
local src = fetch(filename)
if (type(src) ~= "string") then
notify("could not include "..filename)
stop()
return
end
-- https://www.lua.org/manual/5.4/manual.html#pdf-load
-- chunk name (for error reporting), mode ("t" for text only -- no binary chunk loading), _ENV upvalue
-- @ is a special character that tells debugger the string is a filename
local func,err = load(src, "@"..filename, "t", _ENV)
-- syntax error while loading
if (not func) then
send_message(3, {event="report_error", content = "*syntax error"})
send_message(3, {event="report_error", content = tostr(err)})
stop()
return
end
return func
end
function require(name)
local already_imported = _modules[name]
if already_imported ~= nil then
return already_imported
end
local filename = fullpath(name:gsub ('%.', '/') ..'.lua')
local func = loadfile (filename)
local module = func(name)
_modules[name]=module
return module
end
--local strawberry = require(make_path("strawberry"))
--strawberry.func()
local cirno = require(make_path("cirno"))
local mouse_debug = require(make_path("mouse_debug"))
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local map_manager = require(make_path("map"))
local weapons_manager = require(make_path("weapons"))
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local Barrel = require(make_path("barrel"))
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tile_width = 16
tile_height = 16
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function _init()
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spawn_objects()
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cirno.init()
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end
function _update()
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cirno.update()
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weapons_manager.update()
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end
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LAYERS = {
{index=4, name="background", render=true, render_objects=false, spawn_objects=false},
{index=3, name="solid", render=true, render_objects=true, spawn_objects=false},
{index=2, name="foreground", render=true, render_objects=false, spawn_objects=false},
{index=1, name="objects", render=false, render_objects=false, spawn_objects=true}
}
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actors = {}
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function _draw()
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cls(0)
foreach(LAYERS, render_layer)
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mouse_debug.draw(4, tile_width, tile_height)
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weapons_manager.debug_draw()
end
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function spawn_objects()
local b = Barrel:new(32,32)
add(actors,b)
end
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function render_layer(layer)
if (layer.render) then
-- todo move function in map manager
map(fetch("map/".. map_manager.get_current_map() .. ".map")[layer.index].bmp)
end
if (layer.render_objects) then
-- Render all objects here
cirno.draw()
weapons_manager.draw()
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for b in all(actors) do
b:draw()
end
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-- for b in all(bullets) do
-- b:draw()
-- end
end
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end