ae733d164a
This project is kind of a dead end.
65 lines
1.8 KiB
Python
65 lines
1.8 KiB
Python
# engine/lua_api.py
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import pygame
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class LuaAPI:
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def __init__(self, renderer, input_handler):
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self.renderer = renderer
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self.input_handler = input_handler
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def get_api(self, lua):
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# Expose functions to Lua
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lua.globals()['cls'] = self.cls
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lua.globals()['px'] = self.px
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lua.globals()['spr'] = self.spr
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lua.globals()['btn'] = self.btn
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def cls(self, color=0):
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self.renderer.clear(color)
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def px(self, x, y, color=1):
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self.renderer.draw_pixel(x, y, color)
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def spr(self, x, y, sprite, color=1):
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"""
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Draws a sprite at position (x, y).
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:param x: X-coordinate
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:param y: Y-coordinate
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:param sprite: 2D list representing the sprite
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:param color: Color index
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"""
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# Convert Lua table to Python list if necessary
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if hasattr(sprite, 'keys'):
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# If sprite is a Lua table, convert it to a Python list
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sprite = [sprite[i + 1] for i in range(len(sprite))]
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self.renderer.draw_sprite(x, y, sprite, color)
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def btn(self, button):
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"""
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Checks if a specific button is pressed.
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Button Mapping:
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0: Left Arrow
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1: Right Arrow
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2: Up Arrow
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3: Down Arrow
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4: Z (Button A)
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5: X (Button B)
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:param button: Button index
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:return: Boolean indicating if the button is pressed
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"""
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# Map button indices to Pygame keys
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key_map = {
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0: pygame.K_LEFT,
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1: pygame.K_RIGHT,
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2: pygame.K_UP,
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3: pygame.K_DOWN,
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4: pygame.K_z, # Button A
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5: pygame.K_x, # Button B
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}
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key = key_map.get(button)
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if key:
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return self.input_handler.is_key_pressed(key)
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return False
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