99 lines
2.8 KiB
Lua
99 lines
2.8 KiB
Lua
require("string")
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function load_level(file)
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local f = file_read { file = file }
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local result = {
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classes = {
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void = { },
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},
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glossary = {
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[" "] = "void",
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},
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grid = {},
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map = {},
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size = { x = 0, y = 0 },
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}
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-- iterate over lines
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local section, subsection = "none", "none"
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local from = 1
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local start, limit = string.find(f, "\n", from)
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while start do
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local line = string.sub(f, from, start - 1)
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-- skip over
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if #line == 0 or line:find("^%-%-%s*") then
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goto skip
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-- start new section
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elseif line:find("^@%g+") then
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section = line:sub(2); subsection = "none"
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-- decode map one line at a time
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elseif section == "map" then
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local l = #result.map + 1
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if result.size.x < #line then
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result.size.x = #line
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end
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result.map[l] = {}
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for i = 1, #line do
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result.map[l][i] = line:sub(i,i)
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end
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-- templates to expand
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elseif section == "classes" then
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-- properties
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if line:find("^ %g+") then
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local _, _, property, value = line:find("^ (%g+)%s?:%s?(.*)")
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result.classes[subsection][property] = value
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goto skip
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end
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local symbol, classname = line:sub(1,1), line:sub(3)
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result.classes[classname] = {
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symbol = symbol,
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}
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result.glossary[symbol] = classname
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subsection = classname
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elseif section ~= "none" then
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local _, _, property, value = line:find("^(%g+)%s?:%s?(.*)")
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if result[section] == nil then
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result[section] = {}
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end
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result[section][property] = value
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end
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::skip::
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from = limit + 1
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start, limit = string.find(f, "\n", from)
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end
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-- post process
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for y = 1, #result.map do
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result.grid[y] = {}
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for x = 1, result.size.x do
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-- past defined for line
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local symbol
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if x > #result.map[y] then symbol = " "
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else symbol = result.map[y][x]
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end
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local class = result.classes[result.glossary[symbol]]
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if class["unique"] ~= nil then
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class.position = { x = x, y = y }
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end
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result.grid[y][x] = class
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::continue::
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end
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end
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result.size.y = #result.map
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print(result.meta.description)
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return result
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end
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function game_tick()
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if ctx.udata == nil then
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ctx.udata = {
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level = load_level("levels/00.lvl")
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}
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log_vec2 { value = ctx.udata.level.classes.player_spawn.position }
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end
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end
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