bootstrap lua

This commit is contained in:
Fabien Freling 2025-02-24 13:15:12 +01:00
parent fbb14897bd
commit 61b773ac6d
3 changed files with 108 additions and 1 deletions

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@ -12,11 +12,14 @@
outputs = { self, nixpkgs, playdate-sdk }:
let system = "x86_64-linux";
pkgs = nixpkgs.legacyPackages.${system};
stdenv = pkgs.stdenv;
playdate-sdk-pkg = playdate-sdk.packages.${system}.default;
in {
devShell.${system} = with pkgs;
devShell.${system} = with stdenv; with pkgs;
mkShell {
nativeBuildInputs = [
just
lua-language-server
playdate-sdk-pkg
];
};

9
justfile Normal file
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@ -0,0 +1,9 @@
bin := "Rush.pdx"
alias b := build
build:
pdc src {{ bin }}
alias s := simu
simu: build
PlaydateSimulator {{ bin }}

95
src/main.lua Normal file
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-- Name this file `main.lua`. Your game can use multiple source files if you wish
-- (use the `import "myFilename"` command), but the simplest games can be written
-- with just `main.lua`.
-- You'll want to import these in just about every project you'll work on.
import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/sprites"
import "CoreLibs/timer"
-- Declaring this "gfx" shorthand will make your life easier. Instead of having
-- to preface all graphics calls with "playdate.graphics", just use "gfx."
-- Performance will be slightly enhanced, too.
-- NOTE: Because it's local, you'll have to do it in every .lua source file.
local gfx <const> = playdate.graphics
-- Here's our player sprite declaration. We'll scope it to this file because
-- several functions need to access it.
local playerSprite = nil
-- A function to set up our game environment.
function myGameSetUp()
-- Set up the player sprite.
local playerImage = gfx.image.new("Images/playerImage")
assert( playerImage ) -- make sure the image was where we thought
playerSprite = gfx.sprite.new( playerImage )
playerSprite:moveTo( 200, 120 ) -- this is where the center of the sprite is placed; (200,120) is the center of the Playdate screen
playerSprite:add() -- This is critical!
-- We want an environment displayed behind our sprite.
-- There are generally two ways to do this:
-- 1) Use setBackgroundDrawingCallback() to draw a background image. (This is what we're doing below.)
-- 2) Use a tilemap, assign it to a sprite with sprite:setTilemap(tilemap),
-- and call :setZIndex() with some low number so the background stays behind
-- your other sprites.
local backgroundImage = gfx.image.new( "Images/background" )
assert( backgroundImage )
gfx.sprite.setBackgroundDrawingCallback(
function( x, y, width, height )
-- x,y,width,height is the updated area in sprite-local coordinates
-- The clip rect is already set to this area, so we don't need to set it ourselves
backgroundImage:draw( 0, 0 )
end
)
end
-- Now we'll call the function above to configure our game.
-- After this runs (it just runs once), nearly everything will be
-- controlled by the OS calling `playdate.update()` 30 times a second.
myGameSetUp()
-- `playdate.update()` is the heart of every Playdate game.
-- This function is called right before every frame is drawn onscreen.
-- Use this function to poll input, run game logic, and move sprites.
function playdate.update()
-- Poll the d-pad and move our player accordingly.
-- (There are multiple ways to read the d-pad; this is the simplest.)
-- Note that it is possible for more than one of these directions
-- to be pressed at once, if the user is pressing diagonally.
if playdate.buttonIsPressed( playdate.kButtonUp ) then
playerSprite:moveBy( 0, -2 )
end
if playdate.buttonIsPressed( playdate.kButtonRight ) then
playerSprite:moveBy( 2, 0 )
end
if playdate.buttonIsPressed( playdate.kButtonDown ) then
playerSprite:moveBy( 0, 2 )
end
if playdate.buttonIsPressed( playdate.kButtonLeft ) then
playerSprite:moveBy( -2, 0 )
end
-- Call the functions below in playdate.update() to draw sprites and keep
-- timers updated. (We aren't using timers in this example, but in most
-- average-complexity games, you will.)
gfx.sprite.update()
playdate.timer.updateTimers()
end