forked from Jonathan/Peradventure
87 lines
1.6 KiB
Lua
87 lines
1.6 KiB
Lua
local lapis = require("lapis")
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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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local player = require('player')
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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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if not self.isPopulated then
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mapFunc:populate(map)
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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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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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return { render = "index",
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}
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end)
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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)
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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.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
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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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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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end)
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return app
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