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- width, height = term.getSize()
- local arguments = {...}
- if arguments and arguments[1] then
- local outputPath = arguments[2] or arguments[1]..".pin"
- local gameFile = fs.open(arguments[1], "r")
- local game = gameFile:readAll()
- gameFile.close()
- local engineFile = fs.open("engine", "r")
- local engine = engineFile.readAll()
- engineFile.close()
- local outputFile = fs.open(outputPath, "w")
- outputFile.write(engine)
- outputFile.write("\n\nengine=getfenv()\n-- Game Code")
- outputFile.write(game)
- outputFile.close()
- print("Exported game "..arguments[1].." to "..outputPath.." successfully")
- end
- -- EVENT HANDLER MODULE
- mouse = {x = 0, y = 0}
- keyboard = {lastChar = ""}
- eventHandler = {
- mouse_click = function(button, x, y)
- mouse.x, mouse.y = x, y
- mouse.isDown = true
- end,
- mouse_up = function(button, x, y)
- mouse.x, mouse.y = x, y
- mouse.isDown = false
- mouse.isDragged = false
- end,
- mouse_drag = function(button, x, y)
- mouse.x, mouse.y = x, y
- mouse.isDown = true
- mouse.dragX, mouse.dragY = x, y
- end,
- key = function(key)
- keyboard[keys.getName(key)] = true
- end,
- key_up = function(key)
- keyboard[keys.getName(key)] = false
- end,
- char = function(char)
- keyboard.lastChar = char
- keyboard.newChar = true
- end
- }
- -- DYNAMIC LIGHT MODULE
- dynamicLight = {}
- dynamicLight.positions = {
- [0] = {0, -1}, {1, 1}, {1, 0}, {1, -1}, {0, -1}, {-1, -1}, {-1, 0}, {-1, 1}, {0, 1}
- }
- dynamicLight.lightPixel = function(self, x, y)
- local degree = math.deg(math.atan2(self.lightSource.x-x, self.lightSource.y-y))+180
- local eightDegree = math.floor(degree/45)
- local tileX, tileY = x-dynamicLight.positions[eightDegree][1], y-dynamicLight.positions[eightDegree][2]
- if not (self.light[tileX] and self[tileX] and self[tileX][tileY]) then return end
- if self[tileX] and self[x] then
- if self.light[tileX][tileY] == true and not self[tileX][tileY].solid then
- self.light[x][y] = true
- else
- self.light[x][y] = false
- end
- end
- end
- -- ELEMENT MODULE
- moveTo = function(self, tilemap, xmove, ymove)
- local canMove = true
- for x = 1, self.w do
- for y = 1, self.h do
- local moveToX = self.x+xmove+y-1
- local moveToY = self.y+ymove+y-1
- if moveToX < 1 or moveToX > width or moveToY < 1 or moveToY > height then canMove = false end
- local tile = tilemap:getTile(moveToX, moveToY)
- if (not tile) or tile.solid then canMove = false end
- end
- end
- if canMove then
- self.x = self.x + xmove
- self.y = self.y + ymove
- end
- end
- isBoxClicked = function(box)
- return mouse.isDown and box.x<=mouse.x and box.y<=mouse.y and box.x+box.w>mouse.x and box.y+box.h>mouse.y
- end
- newElement = function(elementTab)
- return function(tab)
- return setmetatable(
- tab,
- {
- __index = elementTab
- }
- )
- end
- end
- elements = {
- tilemap = newElement({
- generated = false,
- getTile = function(self, x, y)
- if self[x] then
- return self[x][y]
- else
- return {}
- end
- end,
- setTile = function(self, x, y, tile)
- if not self[x] then self[x] = {} end
- self[x][y] = self.tileset[tile]
- self[x][y].tile = tile
- end,
- setRectangle = function(self, rx, ry, w, h, tile)
- for x = rx, rx+w do
- for y = ry, ry+h do
- self:setTile(x, y, tile)
- end
- end
- end,
- [1] = {},
- light = {},
- lightUpdateTime = 7,
- DRAW = function(self)
- for y = 1, #self[1] do
- term.setCursorPos(1, y)
- for x = 1, #self do
- local tile = self[x][y]
- if tile then
- if self.dynamicLight and not tile.solid and not self.light[x][y] then
- term.setBackgroundColor(colors.black)
- term.write(" ")
- else
- term.setBackgroundColor(tile.bc)
- term.setTextColor(tile.tc)
- term.write(tile.char)
- end
- else
- term.write(" ")
- end
- end
- end
- end,
- UPDATE = function(self)
- if self.generate and not self.generated then
- self:generate()
- self.generated = true
- if self.dynamicLight then
- for x = 1, #self do
- self.light[x] = {}
- end
- end
- end
- if self.dynamicLight then
- for x = 1, 3 do
- for y = 1, 3 do
- if self.light[self.lightSource.x+x-2] then
- self.light[self.lightSource.x+x-2][self.lightSource.y+y-2] = true
- end
- end
- end
- for i = 1, self.lightUpdateTime do
- for x = 1, #self do
- for y = 1, #self[1] do
- dynamicLight.lightPixel(self, x, y)
- end
- end
- end
- end
- end
- }),
- button = newElement({
- UPDATE = function(self)
- if isBoxClicked(self) then
- if not self.clicked and self.clickedFunction then self:clickedFunction() end
- self.clicked = true
- else
- self.clicked = false
- end
- end,
- DRAW = function(self)
- if self.clicked then
- term.setBackgroundColor(colors.white)
- term.setTextColor(colors.lightGray)
- else
- term.setBackgroundColor(colors.lightGray)
- term.setTextColor(colors.gray)
- end
- paintutils.drawFilledBox(self.x, self.y, self.w+self.x-1, self.h+self.y-1)
- term.setCursorPos(self.x+self.w/2-#self.label/2, self.y+self.h/2)
- term.write(self.label)
- end
- }),
- sprite = newElement({
- path = "",
- DRAW = function(self)
- if not self.image then
- self.image = paintutils.loadImage(self.path)
- self.w = #self.image[1]
- self.h = #self.image
- end
- paintutils.drawImage(self.image, self.x, self.y)
- end
- }),
- template = newElement({
- UPDATE = function(self)
- end,
- DRAW = function(self)
- end
- }),
- }
- -- LIFECYCLE FUNCTIONS
- lastUpdate = os.clock()
- runProtected = function(func)
- local succ, mess = pcall(func)
- if not succ then
- quit(mess)
- end
- end
- update = function(elements, wantedDt, func)
- runProtected(function()
- local timer = os.startTimer(wantedDt)
- local event, var1, var2, var3 = os.pullEventRaw()
- if event == "terminate" then quit(true) end
- os.cancelTimer(timer)
- if event ~= "mouse_drag" then mouse.isDragged = false end
- if event ~= "char" then keyboard.newChar = false end
- if eventHandler[event] then eventHandler[event](var1, var2, var3) end
- if os.clock()-lastUpdate >= wantedDt then
- for elementName, element in pairs(elements) do
- if element.UPDATE then
- element:UPDATE()
- end
- if element.update then
- element:update()
- end
- end
- if func then func() end
- lastUpdate = os.clock()
- end
- end)
- end
- buffer = window.create(term.current(), 1, 1, width, height)
- draw = function(elements, func)
- runProtected(function()
- buffer.setVisible(false)
- local oldterm = term.redirect(buffer)
- term.setBackgroundColor(colors.black)
- term.clear()
- for elementName, element in pairs(elements) do
- if element.DRAW then
- element:DRAW()
- end
- if element.draw then
- element:draw()
- end
- end
- if func then func() end
- buffer.setVisible(true)
- term.redirect(oldterm)
- end)
- end
- quit = function(hard)
- buffer.setVisible(true)
- term.setBackgroundColor(colors.black)
- term.setTextColor(colors.yellow)
- term.clear()
- term.setCursorPos(1, 1)
- print("Thanks for using the Pinwyn Game Engine by Jummit!")
- if type(hard) == "string" then
- print("The game crashed! Here is the error:")
- term.setTextColor(colors.red)
- print(hard)
- elseif hard then
- print("The game was forcefully closed")
- else
- print("The game was closed without any errors")
- end
- error()
- end
- engine=getfenv()
- -- Game Codeos.loadAPI("engine")
- elements = {
- player = {
- fruits = 0,
- path = "player.nfp",
- x = 5, y = 5, w = 1, h = 1,
- moves = {
- up = {0, -1},
- down= {0, 1},
- left= {-1, 0},
- right={1, 0}
- },
- draw = function(self)
- term.setBackgroundColor(colors.lightBlue)
- term.setTextColor(colors.blue)
- term.setCursorPos(1, 1)
- term.write("Fruits collected: "..self.fruits)
- paintutils.drawPixel(self.x, self.y, colors.blue)
- end,
- update = function(self)
- for key, move in pairs(self.moves) do
- if engine.keyboard[key] then
- engine.moveTo(self, elements.tilemap, move[1], move[2])
- end
- end
- elements.tilemap.lightSource.x = self.x
- elements.tilemap.lightSource.y = self.y
- if elements.tilemap[self.x] and elements.tilemap[self.x][self.y].tile == "fruit" then
- elements.tilemap:setTile(self.x, self.y, "floor")
- self.fruits = self.fruits + 1
- while true do
- local fx, fy = math.random(1, engine.width), math.random(1, engine.height)
- if elements.tilemap:getTile(fx, fy).tile == "floor" then
- elements.tilemap:setTile(fx, fy, "fruit")
- break
- end
- end
- end
- end
- },
- --[[cow = {
- x = 5, y = 10, w = 1, h = 1, move = {1, 0}, isMoving = true,
- draw = function(self)
- paintutils.drawPixel(self.x, self.y, colors.black)
- end,
- update = function(self)
- if math.random(1, 10) == 1 then self.isMoving = not self.isMoving end
- if math.random(1, 10) == 1 then self.move[math.random(1, 2)] = math.random(0, 1) end
- end
- },]]
- tilemap = engine.elements.tilemap({
- dynamicLight = false,
- lightUpdateTime=1,
- lightSource = {x=3, y=3},
- tileset = {
- floor = {bc=colors.green,tc=colors.gray,char=" "},
- grass = {bc=colors.green,tc=colors.lime,char="\""},
- wall = {bc=colors.gray,tc=colors.lightGray,char=" ",solid=true},
- fruit = {bc=colors.red,tc=colors.orange,char="o",solid=false}
- },
- generate = function(self)
- elements.tilemap:setRectangle(1, 1, engine.width, engine.height, "floor")
- for x = 1, 20 do
- self:setTile(math.random(1, engine.width), math.random(1, engine.height), "fruit")
- end
- for x = 1, #self do
- for y = 1, #self[x] do
- if math.random(1, 10) == 1 then
- self:setTile(x, y, "grass")
- end
- end
- end
- for i = 1, 10 do
- elements.tilemap:setRectangle(math.random(1, engine.width-4), math.random(1, engine.height-3), 3, 2, "wall")
- end
- end
- })
- }
- while not exit do
- engine.update(elements, 0.06, function()
- if engine.keyboard.q then exit = true end
- end)
- engine.draw(elements)
- end
- engine.quit()
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