townengine/apps/demos/crawl/data/scripts/game.lua
2025-02-20 22:20:02 +03:00

99 lines
2.8 KiB
Lua

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