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()
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local Cirno = require(make_path("cirno"))
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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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local Strawberry = require(make_path("strawberry"))
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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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cirnoInstance = Cirno.init()
add(actors,cirnoInstance)
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end
function _update()
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--cirno.update()
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weapons_manager.update()
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for a in all(actors) do
a:update()
end
for b in all(bullets) do
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b:update()
end
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for p in all(particles) do
p:update()
end
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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_db = {
{name="teleporter",sprite=88,actor=nil},
{name="barrel",sprite=3,actor=Barrel},
{name="strawberry",sprite=72,actor=Strawberry},
{name="player",sprite=65,actor=nil},
{name="box",sprite=4,actor=nil},
{name="alarm",sprite=19,actor=nil},
{name="fan",sprite=16,actor=nil}
}
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actors = {}
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bullets = {}
particles = {}
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function _draw()
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cls(0)
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camera(cirnoInstance.x - 240, cirnoInstance.y - 135)
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foreach(LAYERS, render_layer)
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mouse_debug.draw(4, tile_width, tile_height)
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weapons_manager.debug_draw()
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print(string.format("Actors: %d", count(actors)),0,32+8)
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print(string.format("%.4f %dfps",stat(1),stat(7)),2,16,5)
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end
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function spawn_objects()
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local width = 32
local height = 32
for x=0,width,1 do
for y=0,height,1 do
local tile = map_manager.get_layer_tile(x,y,1)
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local a = get_actor_from_sprite(tile)
if (a) then
local ai = a:new(x*tile_width,y*tile_height)
--local ai = Barrel:new(x*tile_width,y*tile_height)
add(actors,ai)
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end
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-- if (tile == 3) then
-- local b = Barrel:new(x*tile_width,y*tile_height)
-- add(actors,b)
-- elseif(tile == 72) then
-- local s = Strawberry:new(x*tile_width,y*tile_height)
-- add(actors,s)
-- end
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end
end
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end
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function get_actor_from_sprite(sprite)
local res = nil
for a in all(actors_db) do
if (a.sprite == sprite) then
res = a.actor
end
end
return res
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
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--cirno.draw()
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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
for p in all(particles) do
p:draw()
end
end
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end