本文整理汇总了Golang中github.com/xenith-studios/golua.State.NewTable方法的典型用法代码示例。如果您正苦于以下问题:Golang State.NewTable方法的具体用法?Golang State.NewTable怎么用?Golang State.NewTable使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/xenith-studios/golua.State
的用法示例。
在下文中一共展示了State.NewTable方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: Push
func (a *SummonAction) Push(L *lua.State) {
L.NewTable()
L.PushString("Type")
L.PushString("Summon")
L.SetTable(-3)
L.PushString("Name")
L.PushString(a.Name)
L.SetTable(-3)
L.PushString("Ap")
L.PushInteger(a.Ap)
L.SetTable(-3)
L.PushString("Entity")
L.PushString(a.Ent_name)
L.SetTable(-3)
L.PushString("Los")
L.PushBoolean(a.Personal_los)
L.SetTable(-3)
L.PushString("Range")
L.PushInteger(a.Range)
L.SetTable(-3)
L.PushString("Ammo")
if a.Current_ammo == -1 {
L.PushInteger(1000)
} else {
L.PushInteger(a.Current_ammo)
}
L.SetTable(-3)
}
示例2: LuaPushRoom
func LuaPushRoom(L *lua.State, game *Game, room *house.Room) {
for fi, f := range game.House.Floors {
for ri, r := range f.Rooms {
if r == room {
L.NewTable()
L.PushString("type")
L.PushString("room")
L.SetTable(-3)
L.PushString("floor")
L.PushInteger(fi)
L.SetTable(-3)
L.PushString("room")
L.PushInteger(ri)
L.SetTable(-3)
L.PushString("Pos")
LuaPushPoint(L, room.X, room.Y)
L.SetTable(-3)
L.PushString("Dims")
LuaPushDims(L, room.Size.Dx, room.Size.Dy)
L.SetTable(-3)
return
}
}
}
L.PushNil()
}
示例3: Push
func (a *AoeAttack) Push(L *lua.State) {
L.NewTable()
L.PushString("Type")
L.PushString("Aoe Attack")
L.SetTable(-3)
L.PushString("Name")
L.PushString(a.Name)
L.SetTable(-3)
L.PushString("Ap")
L.PushInteger(a.Ap)
L.SetTable(-3)
L.PushString("Damage")
L.PushInteger(a.Damage)
L.SetTable(-3)
L.PushString("Strength")
L.PushInteger(a.Strength)
L.SetTable(-3)
L.PushString("Range")
L.PushInteger(a.Range)
L.SetTable(-3)
L.PushString("Diameter")
L.PushInteger(a.Diameter)
L.SetTable(-3)
L.PushString("Ammo")
if a.Current_ammo == -1 {
L.PushInteger(1000)
} else {
L.PushInteger(a.Current_ammo)
}
L.SetTable(-3)
}
示例4: LuaPushDoor
func LuaPushDoor(L *lua.State, game *Game, door *house.Door) {
for fi, f := range game.House.Floors {
for ri, r := range f.Rooms {
for di, d := range r.Doors {
if d == door {
L.NewTable()
L.PushString("type")
L.PushString("door")
L.SetTable(-3)
L.PushString("floor")
L.PushInteger(fi)
L.SetTable(-3)
L.PushString("room")
L.PushInteger(ri)
L.SetTable(-3)
L.PushString("door")
L.PushInteger(di)
L.SetTable(-3)
return
}
}
}
}
L.PushNil()
}
示例5: LuaPushSmartFunctionTable
func LuaPushSmartFunctionTable(L *lua.State, ft FunctionTable) {
// Copy it just in case - I can't imagine someone changing it after passing
// it to this function, but I don't want to take any chances.
myft := make(FunctionTable)
for n, f := range ft {
myft[n] = f
}
names := make([]string, len(myft))[0:0]
for name := range myft {
names = append(names, name)
}
sort.Strings(names)
valid_selectors := "["
for i, name := range names {
if i > 0 {
valid_selectors += ", "
}
valid_selectors += fmt.Sprintf("'%s'", name)
}
valid_selectors += "]."
L.NewTable()
L.PushString("__index")
L.PushGoFunctionAsCFunction(func(L *lua.State) int {
name := L.ToString(-1)
if f, ok := myft[name]; ok {
f()
} else {
base.Error().Printf("'%s' is not a valid selector, valid seletors are %s", name, valid_selectors)
L.PushNil()
}
return 1
})
L.SetTable(-3)
}
示例6: LuaPushDims
func LuaPushDims(L *lua.State, dx, dy int) {
L.NewTable()
L.PushString("Dx")
L.PushInteger(dx)
L.SetTable(-3)
L.PushString("Dy")
L.PushInteger(dy)
L.SetTable(-3)
}
示例7: LuaPushPoint
func LuaPushPoint(L *lua.State, x, y int) {
L.NewTable()
L.PushString("X")
L.PushInteger(x)
L.SetTable(-3)
L.PushString("Y")
L.PushInteger(y)
L.SetTable(-3)
}
示例8: Push
func (a *Interact) Push(L *lua.State) {
L.NewTable()
L.PushString("Type")
L.PushString("Interact")
L.SetTable(-3)
L.PushString("Ap")
L.PushInteger(a.Ap)
L.SetTable(-3)
L.PushString("Range")
L.PushInteger(a.Range)
L.SetTable(-3)
}
示例9: Push
func (exec *moveExec) Push(L *lua.State, g *game.Game) {
exec.BasicActionExec.Push(L, g)
if L.IsNil(-1) {
return
}
L.PushString("Path")
L.NewTable()
for i := range exec.Path {
L.PushInteger(i + 1)
_, x, y := g.FromVertex(exec.Path[i])
game.LuaPushPoint(L, x, y)
L.SetTable(-3)
}
L.SetTable(-3)
}
示例10: Push
func (bae BasicActionExec) Push(L *lua.State, g *Game) {
ent := g.EntityById(bae.Ent)
if bae.Index < 0 || bae.Index >= len(ent.Actions) {
base.Error().Printf("Tried to push an exec for an invalid action index: '%s' %d.", ent.Name)
L.PushNil()
return
}
L.NewTable()
L.PushString("Action")
ent.Actions[bae.Index].Push(L)
L.SetTable(-3)
L.PushString("Ent")
LuaPushEntity(L, ent)
L.SetTable(-3)
}
示例11: LuaDecodeTable
// decodes a lua table and pushes it onto the stack
func LuaDecodeTable(r io.Reader, L *lua.State, g *Game) error {
L.NewTable()
var cont byte
err := binary.Read(r, binary.LittleEndian, &cont)
for cont != 0 && err == nil {
for i := 0; i < 2 && err == nil; i++ {
err = LuaDecodeValue(r, L, g)
}
if err == nil {
err = binary.Read(r, binary.LittleEndian, &cont)
}
L.SetTable(-3)
}
if err != nil {
return err
}
return nil
}
示例12: LuaPushSpawnPoint
func LuaPushSpawnPoint(L *lua.State, game *Game, sp *house.SpawnPoint) {
index := -1
for i, spawn := range game.House.Floors[0].Spawns {
if spawn == sp {
index = i
}
}
if index == -1 {
LuaDoError(L, "Unable to push SpawnPoint, not found in the house.")
L.NewTable()
L.PushString("id")
L.PushInteger(-1)
L.SetTable(-3)
L.PushString("type")
L.PushString("SpawnPoint")
L.SetTable(-3)
return
}
L.NewTable()
x, y := sp.Pos()
dx, dy := sp.Dims()
L.PushString("id")
L.PushInteger(index)
L.SetTable(-3)
L.PushString("type")
L.PushString("SpawnPoint")
L.SetTable(-3)
L.PushString("Name")
L.PushString(sp.Name)
L.SetTable(-3)
L.PushString("Pos")
LuaPushPoint(L, x, y)
L.SetTable(-3)
L.PushString("Dims")
LuaPushDims(L, dx, dy)
L.SetTable(-3)
}
示例13: LuaPushEntity
// Pushes an entity onto the stack, it is a table containing the following:
// e.id -> EntityId of this entity
// e.name -> Name as displayed to the user
// e.gear_options -> Table mapping gear to icon for all available gear
// e.gear -> Name of the selected gear, nil if none is selected
// e.actions -> Array of actions this entity has available
func LuaPushEntity(L *lua.State, ent *Entity) {
if ent == nil {
L.PushNil()
return
}
// id and Name can be added to the ent table as static data since they
// never change.
L.NewTable()
L.PushString("Name")
L.PushString(ent.Name)
L.SetTable(-3)
L.PushString("id")
L.PushInteger(int(ent.Id))
L.SetTable(-3)
L.PushString("type")
L.PushString("Entity")
L.SetTable(-3)
// Meta table for the Entity so that any dynamic data is generated
// on-the-fly
LuaPushSmartFunctionTable(L, FunctionTable{
"Conditions": func() {
L.NewTable()
for _, condition := range ent.Stats.ConditionNames() {
L.PushString(condition)
L.PushBoolean(true)
L.SetTable(-3)
}
},
"Side": func() {
L.NewTable()
sides := map[string]Side{
"Denizen": SideHaunt,
"Intruder": SideExplorers,
"Npc": SideNpc,
"Object": SideObject,
}
for str, side := range sides {
L.PushString(str)
L.PushBoolean(ent.Side() == side)
L.SetTable(-3)
}
},
"State": func() {
L.PushString(ent.Sprite().State())
},
"Master": func() {
L.NewTable()
for key, val := range ent.Ai_data {
L.PushString(key)
L.PushString(val)
L.SetTable(-3)
}
},
"GearOptions": func() {
L.NewTable()
if ent.ExplorerEnt != nil {
for _, gear_name := range ent.ExplorerEnt.Gear_names {
var g Gear
g.Defname = gear_name
base.GetObject("gear", &g)
L.PushString(gear_name)
L.PushString(g.Large_icon.Path.String())
L.SetTable(-3)
}
}
},
"Gear": func() {
if ent.ExplorerEnt != nil && ent.ExplorerEnt.Gear != nil {
L.PushString(ent.ExplorerEnt.Gear.Name)
} else {
L.PushNil()
}
},
"Actions": func() {
L.NewTable()
for _, action := range ent.Actions {
L.PushString(action.String())
action.Push(L)
L.SetTable(-3)
}
},
"Pos": func() {
x, y := ent.Pos()
LuaPushPoint(L, x, y)
},
"Corpus": func() {
L.PushInteger(ent.Stats.Corpus())
},
"Ego": func() {
L.PushInteger(ent.Stats.Ego())
},
"HpCur": func() {
L.PushInteger(ent.Stats.HpCur())
//.........这里部分代码省略.........