Initial flame_lua_runtime package

This commit is contained in:
gem
2026-06-07 22:53:58 +08:00
commit 733b2fb798
262 changed files with 28439 additions and 0 deletions

View File

@@ -0,0 +1,117 @@
local state = runtime.import("state")
local rules = runtime.import("rules")
local ui = runtime.import("ui")
local animation = runtime.import("animation")
local i18n = runtime.import("i18n")
---@type RuntimeWidgets
local widgets = runtime.import("runtime_widgets")
local theme = runtime.import("theme")
widgets.configure({
primary = theme.colors.dice_button,
secondary = theme.colors.board,
success = theme.colors.blue,
overlay = "#99000000",
surface = theme.colors.top_bar,
surfaceAlt = theme.colors.board,
card = theme.colors.top_bar,
text = theme.colors.text,
muted = "#ffcbd5e1",
progress = theme.colors.blue,
transparent = "#00000000"
})
function smoke_test(ctx)
i18n.configure(ctx)
return ctx ~= nil
and ctx.runtimeApiVersion ~= nil
and state.current_player ~= nil
and rules.next_player ~= nil
and ui.create_board_nodes ~= nil
and animation.move_piece ~= nil
and widgets.dialog ~= nil
end
function init(ctx)
i18n.configure(ctx)
return {
render = { creates = ui.create_board_nodes() },
ui = { creates = ui.create_ui_nodes() },
commands = {}
}
end
local function handle_roll_dice()
if state.phase ~= "waiting_roll" then
return { commands = { animation.toast(i18n.t("toast.move_first")) } }
end
state.dice = rules.next_dice()
local movable = rules.movable_pieces()
if #movable == 0 then
state.current_player = rules.next_player()
state.phase = "waiting_roll"
return {
ui = { updates = ui.dice_and_turn_updates(state.dice, state.current_player) },
render = { updates = ui.highlight_updates(rules.all_piece_ids(), false) },
commands = { animation.toast(i18n.t("toast.no_movable_piece")) }
}
end
state.phase = "waiting_piece"
return {
ui = { updates = ui.dice_update(state.dice) },
render = { updates = ui.highlight_updates(movable, true) },
commands = { animation.play_sound("dice") }
}
end
local function handle_piece_tap(piece_id)
if state.phase ~= "waiting_piece" then
return {}
end
local piece = state.pieces[piece_id]
if piece == nil or piece.owner ~= state.current_player or not rules.can_move(piece, state.dice) then
return { commands = { animation.toast(i18n.t("toast.invalid_piece")) } }
end
local path = rules.calculate_path(piece, state.dice)
rules.apply_move(piece, state.dice)
state.phase = "animating"
state.selected_piece = piece_id
return {
render = { updates = ui.highlight_updates(rules.all_piece_ids(), false) },
commands = { animation.move_piece(piece_id, path) }
}
end
local function handle_move_done()
if state.dice ~= 6 then
state.current_player = rules.next_player()
end
state.phase = "waiting_roll"
state.selected_piece = nil
return {
ui = { updates = ui.turn_update(state.current_player) }
}
end
function on_event(event)
if event.handler == "roll_dice" then
return handle_roll_dice()
end
if event.handler == "piece_tap" then
return handle_piece_tap(event.target)
end
if event.handler == "piece_move_done" then
return handle_move_done()
end
return {}
end