quack2/data/scripts/game.lua

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util = require "util"
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local player = require "classes.player"
local Vector3 = require "types.vector3"
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local List = require "types.list"
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local Feed = require "classes.feed"
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local feed = List()
local Duck = require "classes.duck"
local ducks = List()
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local function create_feed(position, direction)
print("?")
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local f = Feed.new(position, direction)
feed:push(f)
local eligible_ducks = ducks:filter(
function (duck)
return duck.state ~= duck.STATES.CHASE
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end
)
if eligible_ducks:is_empty() then return end
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eligible_ducks[1]:start_chase(f)
end
local function delete_feed(f)
feed:remove_value(f)
end
local function duck_seek_feed(duck)
local eligible_feeds = feed:filter(
function (f)
return feed.occupied == false
end
)
if eligible_feeds:is_empty() then return end
duck:start_chase(eligible_feeds[1])
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end
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-- called every frame, with constant delta time
function game_tick()
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
if ctx.initialization_needed then
-- ctx.udata persists on reload
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ctx.udata = {
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capture = false,
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}
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player.ThrowPressed:connect(create_feed)
-- spawn some ducks
for i = 1, 5 do
local duck = Duck.new(Vector3(0, 0, -math.random() * 10.0):rotated(Vector3.UP, util.random_float(-math.pi, math.pi)))
ducks:push(duck)
duck.AteFeed:connect(delete_feed)
duck.SeekFeed:connect(duck_seek_feed)
duck.index = i
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end
print(ducks[1].AteFeed._connections)
print(ducks[2].AteFeed._connections)
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end
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ctx.mouse_capture = ctx.udata.capture
input_action{name = "toggle_mouse", control = "ESCAPE"}
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if input_action_just_pressed{name = "toggle_mouse"} then
ctx.udata.capture = not ctx.udata.capture
end
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for _, v in ipairs(feed) do
v:tick(ctx)
end
for _, v in ipairs(ducks) do
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v:tick(ctx)
end
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player:tick(ctx)
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local q = util.create_plane_quad(Vector3(0, 0, 0), Vector3.UP, 20)
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local params = {
texture = "images/measure001a.png",
texture_region = { x = 0, y = 0, w = 512, h = 512 },
}
draw_quad(util.merge(q, params))
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end