#include "ebisp/interpreter.h"
#include "ebisp/parser.h"
#include "ebisp/scope.h"
+#include "ebisp/std.h"
#include "game/level.h"
#include "game/level/player/rigid_rect.h"
+#include "game/level_script.h"
#include "sdl/renderer.h"
#include "system/log.h"
+#include "system/log_script.h"
#include "system/lt.h"
#include "system/nth_alloc.h"
#include "ui/console.h"
/* TODO(#356): Console does not support autocompletion */
/* TODO(#357): Console does not show the state of the GC of the script */
/* TODO(#358): Console does not support copy, cut, paste operations */
-/* TODO(#503): hide-goal and show-goal are not accessible in Console */
-
-struct EvalResult rect_apply_force(void *param, Gc *gc, struct Scope *scope, struct Expr args)
-{
- assert(gc);
- assert(scope);
- assert(param);
-
- /* TODO(#401): rect_apply_force doesn't sanitize it's input */
-
- Level *level = (Level*) param;
- const char *rect_id = CAR(args).atom->str;
- struct Expr vector_force_expr = CAR(CDR(args));
- const float force_x = (float) CAR(vector_force_expr).atom->num;
- const float force_y = (float) CDR(vector_force_expr).atom->num;
-
- print_expr_as_sexpr(stdout, args); printf("\n");
-
- Rigid_rect *rigid_rect = level_rigid_rect(level, rect_id);
- if (rigid_rect != NULL) {
- log_info("Found rect `%s`\n", rect_id);
- log_info("Applying force (%f, %f)\n", force_x, force_y);
- rigid_rect_apply_force(rigid_rect, vec(force_x, force_y));
- } else {
- log_fail("Couldn't find rigid_rect `%s`\n", rect_id);
- }
-
- return eval_success(NIL(gc));
-}
Console *create_console(Level *level,
const Sprite_font *font)
console->scope.expr = CONS(console->gc,
NIL(console->gc),
NIL(console->gc));
- set_scope_value(
- console->gc,
- &console->scope,
- SYMBOL(console->gc, "rect-apply-force"),
- NATIVE(console->gc, rect_apply_force, level));
+
+ load_std_library(console->gc, &console->scope);
+ load_log_library(console->gc, &console->scope);
+ load_level_library(console->gc, &console->scope, level);
console->edit_field = PUSH_LT(
lt,
{
assert(console);
- /* TODO(#366): console slide down animation doesn't have any easing */
if (console->a < 1.0f) {
console->a += 1.0f / SLIDE_DOWN_TIME * delta_time;