forked from Jonathan/Peradventure
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8 Commits
Author | SHA1 | Date | |
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d9610bea3b | |||
e0e6c30752 | |||
514d4ebf40 | |||
523e33363c | |||
b72b8942c6 | |||
40afb93d61 | |||
eb8db81789 | |||
ba73d8f3b6 |
143
app.lua
143
app.lua
@ -1,4 +1,5 @@
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local lapis = require("lapis")
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local util = require("lapis.util")
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local app = lapis.Application()
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local say = require('lua_scripts/main')
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local mapFunc = require('lua_scripts/map')
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@ -8,15 +9,16 @@ local db = require("lapis.db")
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local Model = require("lapis.db.model").Model
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local map = Model:extend('map')
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local games = Model:extend('games')
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app:enable("etlua")
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app.layout = require "views.layout"
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app:post("/clickme", function(self)
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self.text = "Map is already initialized. Beginning game."
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self.isPopulated = mapFunc:mapExists(map)
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self.isPopulated = mapFunc:mapExists(map, self.session.gameref)
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if not self.isPopulated then
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mapFunc:populate(map)
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mapFunc:populate(map, self.session.gameref)
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self.text = "Populated map."
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end
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return { self.text, layout = false }
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@ -24,24 +26,135 @@ end)
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app:get("/", function(self)
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self.text = say.hello()
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self.isPopulated = mapFunc:mapExists(map)
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self.isPopulated = mapFunc:mapExists(map, self.session.gameref)
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return { render = "index",
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}
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end)
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app:match("/map/render", function(self)
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self.tiles = {}
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for h = 1, 10 do
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self.tiles[h] = {}
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for i = 1, 10 do
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-- The map database has floor_stone and wall_floor instead of simple ASCII characters
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-- So we run mapFunc:mapDecrypt to convert it back to the desired characters for visual display
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local tile = map:find({ x = h, y = i })
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self.tiles[h][i] = mapFunc:mapDecrypt(tile.occupied_by_type)
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end
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end
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return { render = "map", layout = false }
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app:get("/game", function(self)
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self.text = say.hello()
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self.isPopulated = mapFunc:mapExists(map, self.session.gameref)
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return { render = "game",
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}
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end)
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app:post("/character-create", function(self)
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self.params.playername = util.trim(self.params.playername)
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if self.params.playername == "" then
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self.text = "Player name must not be nil. Try again."
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return {
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self.text, layout = false
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}
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end
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local player_exists = games:find({player_id = self.params.playername})
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if player_exists then
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self.text = "Welcome back, " .. self.params.playername .. "."
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local game = games:find({player_id = self.params.playername})
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self.session.gameref = game.id
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self.link = "<a href='/game'> Play Now</a>"
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return {
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self.text, self.link, layout = false
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}
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end
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if not player_exists then
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self.text = "Created new player."
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self.game = games:create({
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player_id = self.params.playername
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})
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self.session.gameref = self.game.id
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self.link = "<a href='/game'> Play Now</a>"
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return {
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self.text, self.link, layout = false
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}
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end
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end)
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app:match("/map/render", function(self)
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if mapFunc:mapExists(map, self.session.gameref) then
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self.tiles = {}
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for h = 1, 10 do
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self.tiles[h] = {}
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for i = 1, 10 do
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-- The map database has floor_stone and wall_floor instead of simple ASCII characters
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-- So we run mapFunc:mapDecrypt to convert it back to the desired characters for visual display
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local tile = map:find({ x = h, y = i, game_ref = self.session.gameref })
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self.tiles[h][i] = mapFunc:mapDecrypt(tile.occupied_by_type)
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end
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end
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return { render = "map", layout = false }
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end
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return { layout = false }
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end)
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return app
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@ -4,6 +4,7 @@ config("development", {
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server = "nginx",
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code_cache = "off",
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num_workers = "1",
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secret = "M2KisAmerican",
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sqlite = {
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database = "database.sqlite3",
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-- open_flags = ...
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BIN
database.sqlite3
BIN
database.sqlite3
Binary file not shown.
@ -4,25 +4,27 @@ local map = {
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{ "-", "_", "w", "w", "-", "-", "-", "-", "-", "-" },
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{ "-", "-", "w", "w", "-", "w", "-", "-", "-", "-" },
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{ "w", "-", "-", "-", "w", "w", "-", "-", "-", "-" },
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{ "w", "-", "w", "-", "-", "w", "w", "w", "-", "-" },
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{ "w", "-", "w", "-", "-", "w", "-", "-", "-", "-" },
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{ "-", "-", "w", "-", "-", "w", "-", "w", "-", "-" },
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{ "w", "-", "ww", "-", "-", "w", "w", "w", "-", "-" },
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{ "w", "-", "ww", "-", "-", "w", "-", "-", "-", "-" },
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{ "-", "-", "ww", "-", "-", "w", "-", "w", "-", "-" },
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{ "-", "-", "-", "-", "-", "-", "-", "w", "-", "-" },
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{ "-", "-", "w", "-", "-", "-", "-", "w", "w", "-" },
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{ "-", "-", "w", "-", "-", "-", "-", "-", "w", "-" }
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{ "-", "-", "ww", "-", "-", "-", "-", "w", "w", "-" },
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{ "-", "-", "ww", "-", "-", "-", "-", "-", "w", "-" }
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},
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tileset = {
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display = { "-", "_", "w", "ww" },
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db = { "floor_stone,", "floor_wood", "wall_stone", "wall_wood" }
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},
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mapCrypt = function(self, tile)
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if tile == "-" then
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return "floor_stone"
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elseif tile == "_" then
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return "floor_wood"
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elseif tile == "w" then
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return "wall_stone"
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-- stores tiles as detailed names within the DB
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for i=1, #self.tileset.display do
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if self.tileset.display[i] == tile then
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return self.tileset.db[i]
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end
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end
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end,
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mapDecrypt = function(self, tile)
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-- TODO: Rework function so it returns both char and mat type
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-- This introduces breaking changes
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-- Decodes tiles into their type (represented by char) and their material
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local tileset = {}
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if string.find(tile, "wall") then
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tileset.char = "w"
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@ -35,29 +37,24 @@ local map = {
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tileset.material = "wood"
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end
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return tileset
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-- if tile == "floor_stone" then
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-- return "-"
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-- elseif tile == "wall_stone" then
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-- return "w"
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-- end
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end,
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-- Map Populate / check if map exists
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populate = function(self, map)
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populate = function(self, map, game)
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for h = 1, 10 do
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for i = 1, 10 do
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local tile = map:create({
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x = h,
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y = i,
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occupied_by_type = self:mapCrypt(self.map_tiles[h][i]),
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occupied_by_id = ""
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occupied_by_id = "",
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game_ref = game
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})
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end
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end
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end,
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mapExists = function(self, map)
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local f = map:select("limit 1")
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if not f[1] then
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mapExists = function(self, map, game)
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local f = map:find({game_ref = game})
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if not f then
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return false
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else
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return true
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20
setup_db
20
setup_db
@ -6,19 +6,33 @@ sqlite3 database.sqlite3 "
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x TEXT,
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y TEXT,
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occupied_by_type TEXT,
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occupied_by_id INTEGER
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occupied_by_id INTEGER,
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game_ref INTEGER
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);
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CREATE TABLE IF NOT EXISTS entity_ref (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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entity_id INTEGER,
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type TEXT,
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hp INTEGER,
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inventory_ref INTEGER
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inventory_ref INTEGER,
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game_ref INTEGER
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);
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CREATE TABLE IF NOT EXISTS player_inventory (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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type TEXT,
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quantity INTEGER,
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func_ref TEXT
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game_ref INTEGER
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);
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CREATE TABLE IF NOT EXISTS games (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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player_id TEXT
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);
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CREATE TABLE IF NOT EXISTS players (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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player_name TEXT,
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x INTEGER,
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y INTEGER,
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health INTEGER,
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game_ref INTEGER
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)
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"
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@ -5,3 +5,7 @@
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.stone {
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color: gray;
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}
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h1 {
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--pico-font-family: Pacifico, cursive;
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}
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22
views/game.etlua
Normal file
22
views/game.etlua
Normal file
@ -0,0 +1,22 @@
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<!DOCTYPE HTML>
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<script src="/static/htmx.min.js"></script>
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<% if not isPopulated then %>
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<div id="clickable">
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<button hx-post="/clickme" hx-target="#clickable" onclick="location.reload()">Start</button>
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</div>
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<% end %>
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<article class="container-fluid">
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<div class="grid">
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<script></script>
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<% if isPopulated then %>
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<div>
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<p style="text-align: center;">Map</p>
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<main style="width: 50%;" class="container" id="map" hx-get="/map/render" hx-trigger="every 5s,load">
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</div>
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</main>
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<div>
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<% render("views.player_ui") %>
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</div>
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<% end %>
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</div>
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</article>
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@ -1,4 +1,5 @@
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<!-- views/index.etlua -->
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<!DOCTYPE HTML>
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<script src="/static/htmx.min.js"></script>
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<% if not isPopulated then %>
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<div id="clickable">
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@ -6,18 +7,21 @@
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</div>
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<% end %>
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<article>
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<p style="text-align: center;">Game</p>
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<main style="width: 50%;" class="container" id="map" hx-get="/map/render" hx-trigger="every 1s,load">
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<article style="text-align: center;">
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<h3>Log In / Create Game</h3>
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<p>Player will be created if player name does not already exist. Names may not contain whitespace.</p>
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<form>
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<div class="grid">
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<input type="text" name="playername">
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<input type="submit" hx-post="/character-create" hx-trigger="click" value="Execute" hx-target="#replace">
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</div>
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</form>
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<div>
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<p id="replace"></p>
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</div>
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</article>
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<a href="/game">Play Now</a>
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</main>
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<!--
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<ol>
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<p><% for i, thing in pairs(text) do %>
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<li><%= thing %></li>
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<% end %>
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</p>
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</ol>
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-->
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<!-- TODO: On player create use Model to make new game_ref and append game_ref to self_session -->
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@ -5,10 +5,11 @@
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<title><%= page_title or "My Page" %></title>
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<link rel="stylesheet" href="/static/css/pico/pico.min.css" />
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<link rel="stylesheet" href="/static/incertitude.css" />
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<link rel="stylesheet" href="/static/css/pico.colors.css" />
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</head>
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<body>
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<h1 style="text-align: center; margin-top: 3rem;">Peradventure</h1>
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<h1 style="text-align: center; margin-top: 3rem;" >Peradventure</h1>
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<% content_for("inner") %>
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</body>
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</html>
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3
views/player_ui.etlua
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3
views/player_ui.etlua
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@ -0,0 +1,3 @@
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<!DOCTYPE HTML>
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<p>Look at me!</p>
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Loading…
Reference in New Issue
Block a user