Peradventure/app.lua

56 lines
1.3 KiB
Lua

local lapis = require("lapis")
local app = lapis.Application()
local say = require('lua_scripts/main')
local mapFunc = require('lua_scripts/map')
local player = require('player')
local db = require("lapis.db")
local Model = require("lapis.db.model").Model
local map = Model:extend('map')
app:enable("etlua")
app.layout = require "views.layout"
app:post("/clickme", function(self)
self.text = "Map is already initialized. Beginning game."
self.isPopulated = mapFunc:mapExists(map)
if not self.isPopulated then
mapFunc:populate(map)
self.text = "Populated map."
end
return { self.text, layout = false }
end)
app:get("/", function(self)
self.text = say.hello()
self.isPopulated = mapFunc:mapExists(map)
return { render = "index",
}
end)
app:get("/game", function(self)
self.text = say.hello()
self.isPopulated = mapFunc:mapExists(map)
return { render = "game",
}
end)
app:match("/map/render", function(self)
self.tiles = {}
for h = 1, 10 do
self.tiles[h] = {}
for i = 1, 10 do
-- The map database has floor_stone and wall_floor instead of simple ASCII characters
-- So we run mapFunc:mapDecrypt to convert it back to the desired characters for visual display
local tile = map:find({ x = h, y = i })
self.tiles[h][i] = mapFunc:mapDecrypt(tile.occupied_by_type)
end
end
return { render = "map", layout = false }
end)
return app