Emu vs Real!
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@@ -45,42 +45,42 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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errorChain(scriptContextInit(&ctx));
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// errorChain(scriptContextExecFile(&ctx, "init.dsf"));
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errorChain(scriptContextExec(&ctx,
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"printf('Lua still working')"
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// "module('platform')\n"
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// "module('input')\n"
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// "module('scene')\n"
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// "module('locale')\n"
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// "if PLATFORM == \"psp\" then\n"
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// " inputBind(\"up\", INPUT_ACTION_UP)\n"
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// " inputBind(\"down\", INPUT_ACTION_DOWN)\n"
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// " inputBind(\"left\", INPUT_ACTION_LEFT)\n"
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// " inputBind(\"right\", INPUT_ACTION_RIGHT)\n"
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// " inputBind(\"circle\", INPUT_ACTION_CANCEL)\n"
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// " inputBind(\"cross\", INPUT_ACTION_ACCEPT)\n"
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// " inputBind(\"select\", INPUT_ACTION_RAGEQUIT)\n"
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// " inputBind(\"lstick_up\", INPUT_ACTION_UP)\n"
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// " inputBind(\"lstick_down\", INPUT_ACTION_DOWN)\n"
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// " inputBind(\"lstick_left\", INPUT_ACTION_LEFT)\n"
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// " inputBind(\"lstick_right\", INPUT_ACTION_RIGHT)\n"
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// "else\n"
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// " if INPUT_KEYBOARD then\n"
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// " inputBind(\"w\", INPUT_ACTION_UP)\n"
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// " inputBind(\"s\", INPUT_ACTION_DOWN)\n"
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// " inputBind(\"a\", INPUT_ACTION_LEFT)\n"
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// " inputBind(\"d\", INPUT_ACTION_RIGHT)\n"
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// " inputBind(\"left\", INPUT_ACTION_LEFT)\n"
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// " inputBind(\"right\", INPUT_ACTION_RIGHT)\n"
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// " inputBind(\"up\", INPUT_ACTION_UP)\n"
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// " inputBind(\"down\", INPUT_ACTION_DOWN)\n"
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// " inputBind(\"enter\", INPUT_ACTION_ACCEPT)\n"
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// " inputBind(\"e\", INPUT_ACTION_ACCEPT)\n"
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// " inputBind(\"q\", INPUT_ACTION_CANCEL)\n"
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// " inputBind(\"escape\", INPUT_ACTION_RAGEQUIT)\n"
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// " end \n"
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// "end\n"
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errorChain(scriptContextExec(&ctx,
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"module('platform')\n"
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"module('input')\n"
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"module('scene')\n"
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"module('locale')\n"
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"if PLATFORM == \"psp\" then\n"
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" inputBind(\"up\", INPUT_ACTION_UP)\n"
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" inputBind(\"down\", INPUT_ACTION_DOWN)\n"
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" inputBind(\"left\", INPUT_ACTION_LEFT)\n"
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" inputBind(\"right\", INPUT_ACTION_RIGHT)\n"
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" inputBind(\"circle\", INPUT_ACTION_CANCEL)\n"
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" inputBind(\"cross\", INPUT_ACTION_ACCEPT)\n"
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" inputBind(\"select\", INPUT_ACTION_RAGEQUIT)\n"
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" inputBind(\"lstick_up\", INPUT_ACTION_UP)\n"
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" inputBind(\"lstick_down\", INPUT_ACTION_DOWN)\n"
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" inputBind(\"lstick_left\", INPUT_ACTION_LEFT)\n"
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" inputBind(\"lstick_right\", INPUT_ACTION_RIGHT)\n"
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"else\n"
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" if INPUT_KEYBOARD then\n"
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" inputBind(\"w\", INPUT_ACTION_UP)\n"
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" inputBind(\"s\", INPUT_ACTION_DOWN)\n"
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" inputBind(\"a\", INPUT_ACTION_LEFT)\n"
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" inputBind(\"d\", INPUT_ACTION_RIGHT)\n"
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" inputBind(\"left\", INPUT_ACTION_LEFT)\n"
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" inputBind(\"right\", INPUT_ACTION_RIGHT)\n"
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" inputBind(\"up\", INPUT_ACTION_UP)\n"
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" inputBind(\"down\", INPUT_ACTION_DOWN)\n"
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" inputBind(\"enter\", INPUT_ACTION_ACCEPT)\n"
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" inputBind(\"e\", INPUT_ACTION_ACCEPT)\n"
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" inputBind(\"q\", INPUT_ACTION_CANCEL)\n"
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" inputBind(\"escape\", INPUT_ACTION_RAGEQUIT)\n"
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" end \n"
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"end\n"
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// "localeSet(DUSK_LOCALE_EN_US)\n"
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// "print('Good here')"
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"sceneSet('scene/initial.dsf')\n"
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));
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scriptContextDispose(&ctx);
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@@ -75,7 +75,31 @@ errorret_t sceneSet(const char_t *script) {
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// Create a new script context.
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errorChain(scriptContextInit(&SCENE.scriptContext));
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errorChain(scriptContextExecFile(&SCENE.scriptContext, script));
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// errorChain(scriptContextExecFile(&SCENE.scriptContext, script));
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errorChain(scriptContextExec(&SCENE.scriptContext,
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"module('spritebatch')\n"
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"module('camera')\n"
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"module('color')\n"
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"module('text')\n"
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"module('screen')\n"
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"module('time')\n"
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"module('map')\n"
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"module('glm')\n"
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"screenSetBackground(colorLime())\n"
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"mapCamera = cameraCreate()\n"
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"text = 'Hello World'\n"
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"function sceneDispose()\n"
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"end\n"
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"function sceneUpdate()\n"
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"end\n"
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"function sceneRender()\n"
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" mapCamera.position = vec3(4, 4, 4)\n"
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" cameraPushMatrix(mapCamera)\n"
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" spriteBatchPush(nil, -1, -1, 1, 1, colorBlue())\n"
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" spriteBatchFlush()\n"
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" cameraPopMatrix()\n"
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"end\n"
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));
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errorOk();
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}
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@@ -45,7 +45,7 @@ errorret_t scriptContextExec(scriptcontext_t *context, const char_t *script) {
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if(luaL_dostring(context->luaState, script) != LUA_OK) {
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const char_t *strErr = lua_tostring(context->luaState, -1);
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lua_pop(context->luaState, 1);
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errorThrow("Failed to execute Lua: ", strErr);
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errorThrow("Failed to execute Lua: %s", strErr);
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}
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errorOk();
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