Implement infinite scrolling.

This commit is contained in:
Anna Rose 2019-12-07 15:36:32 -05:00
parent 7393e5fbe9
commit a8b26c113d
4 changed files with 128 additions and 81 deletions

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@ -2,7 +2,7 @@ pico-8 cartridge // http://www.pico-8.com
version 18 version 18
__lua__ __lua__
#include mapgen.lua #include mapgen.lua
#include movement.lua #include player.lua
#include main.lua #include main.lua
__gfx__ __gfx__
000000000000000033333333335555333344443338333333333333e3383333830000000000000000000000000000000000000000000000000000000000000000 000000000000000033333333335555333344443338333333333333e3383333830000000000000000000000000000000000000000000000000000000000000000

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@ -1,6 +1,6 @@
function _init() function _init()
init_mapgen() init_mapgen()
init_movement({block_size/2, block_size/2}) init_player({block_size/2, block_size/2})
generate_map({0, 0}) generate_map({0, 0})
debug = false debug = false
end end
@ -8,6 +8,7 @@ end
function _update() function _update()
handle_input() handle_input()
handle_map_update()
if (btn(5) and btn(4) and btnp(3)) debug = not debug if (btn(5) and btn(4) and btnp(3)) debug = not debug
end end
@ -21,14 +22,28 @@ function _draw()
end end
end end
-- decide whether we need to regenerate the map.
-- if so, call generate_map appropriately and reset coordinates.
function handle_map_update()
if out_of_bounds(camera_pos) then -- out_of_bounds() checks all screen bounds
-- we need to regenerate the map, so we generate a map chunk that
-- places the player in the middle of it.
generate_map({player_pos[1]-block_size/2, player_pos[2]-block_size/2})
camera_pos = {block_size/2 - 8, block_size/2 - 8}
end
end
function out_of_bounds(pos)
return pos[1] < 0 or pos[1] > block_size-16 or pos[2] < 0 or pos[2] > block_size-16
end
function render_debug_info() function render_debug_info()
clip(0, 0, 32, 32) clip(0, 0, 32, 24)
rectfill(0, 0, 32, 32, 0) rectfill(0, 0, 32, 24, 0)
print(stat(0), 0, 0, 15) print(stat(0), 0, 0, 15)
print(camera_pos[1], 0, 8, 15) print(camera_pos[1], 0, 8, 15)
print(camera_pos[2], 16, 8, 15) print(camera_pos[2], 16, 8, 15)
print(facing[1], 0, 16, 15) print(player_pos[1], 0, 16, 15)
print(facing[2], 16, 16, 15) print(player_pos[2], 16, 16, 15)
print(fget(mget(camera_pos[1]+8, camera_pos[2]+8)), 0, 24, 15)
clip() clip()
end end

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@ -1,74 +0,0 @@
function init_movement(start_pos)
camera_pos = start_pos
-- [1] is vertical facing, [2] is horizontal, -1 is up/left, 0 is neutral,
-- and 1 is down/right
facing = {1, 0}
-- this is a constant for looking up player sprites by facing
player_lookup = {
[0] = {
[0] = -1, -- error state
[-1] = 122, -- left
[1] = 123, -- right
},
[-1] = {
[0] = 120, -- up
[-1] = 124, -- up-left
[1] = 125, -- up-right
},
[1] = {
[0] = 121, -- down
[-1] = 126, -- down-left
[1] = 127, -- down-right
},
}
end
function handle_input()
local new_pos = {camera_pos[1], camera_pos[2]}
if btnp(0) or btnp(1) or btnp(2) or btnp(3) then
if btnp(0) then
new_pos[1] -= 1 -- move left
facing[2] = -1
end
if btnp(1) then
new_pos[1] += 1 -- move right
facing[2] = 1
end
if not (btnp(0) or btnp(1)) then
facing[2] = 0
end
if btnp(2) then
new_pos[2] -= 1 -- move up
facing[1] = -1
end
if btnp(3) then
new_pos[2] += 1 -- move down
facing[1] = 1
end
if not (btnp(2) or btnp(3)) then
facing[1] = 0
end
end
if legal_move(new_pos) then
camera_pos = new_pos
end
-- todo: determine whether we need to regen map and what that means
end
function draw_player()
spr(player_lookup[facing[1]][facing[2]], 64, 64)
-- todo: animate the character on move
end
-- pos is camera position, meaning the player position is
-- pos + {8, 8}.
function legal_move(pos)
return not fget(mget(pos[1]+8, pos[2]+8), 0)
end

106
player.lua Normal file
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@ -0,0 +1,106 @@
-- this module assumes all objects and the player are
-- 1x1 sprite in size. larger sprites are not currently supported
--
-- exported variables:
-- player_pos # integer tuple {x,y}. absolute position of the player on the
-- # 'world map'
-- camera_pos # integer tuple {x,y}. Represents top-left position of the
-- # pico-8 camera on the pico-8 map
-- facing # integer tuple {v,h}. Current facing of the player. Values of
-- # each element can be -1 (up or left), 0 (neutral),
-- # or 1 (down or right)
--
-- exported constants:
-- player_lookup # used internally to look up the sprite to render for a
-- # given facing
--
-- functions:
-- init_player({x,y}) # call this in _init(). Sets player starting position,
-- # assumes the top-left of the pico-8 map is currently
-- # world position 0,0
-- handle_input() # call in _update() to handle movement key presses.
-- # Assumes any sprite with flag 0 set is an obstacle.
-- draw_player() # call in _draw(). Draws the player sprite.
function init_player(start_pos)
-- camera_pos is the relative coordinate of the camera
-- on the currently generated map chunk. player_pos is
-- the *absolute* world coordinates of the player.
player_pos = start_pos
camera_pos = {start_pos[1]-8, start_pos[2]-8}
-- [1] is vertical facing, [2] is horizontal, -1 is up/left, 0 is neutral,
-- and 1 is down/right
facing = {1, 0}
-- this is a constant for looking up player sprites by facing
player_lookup = {
[0] = {
[0] = -1, -- error state
[-1] = 122, -- left
[1] = 123, -- right
},
[-1] = {
[0] = 120, -- up
[-1] = 124, -- up-left
[1] = 125, -- up-right
},
[1] = {
[0] = 121, -- down
[-1] = 126, -- down-left
[1] = 127, -- down-right
},
}
end
function handle_input()
local new_pos = {camera_pos[1], camera_pos[2]}
local new_ppos = {player_pos[1], player_pos[2]}
if btnp(0) or btnp(1) or btnp(2) or btnp(3) then
if btnp(0) then
new_pos[1] -= 1 -- move left
new_ppos[1] -= 1
facing[2] = -1
end
if btnp(1) then
new_pos[1] += 1 -- move right
new_ppos[1] += 1 -- move right
facing[2] = 1
end
if not (btnp(0) or btnp(1)) then
facing[2] = 0
end
if btnp(2) then
new_pos[2] -= 1 -- move up
new_ppos[2] -= 1 -- move up
facing[1] = -1
end
if btnp(3) then
new_pos[2] += 1 -- move down
new_ppos[2] += 1 -- move down
facing[1] = 1
end
if not (btnp(2) or btnp(3)) then
facing[1] = 0
end
end
if _legal_move(new_pos) then
camera_pos = new_pos
player_pos = new_ppos
end
end
function draw_player()
spr(player_lookup[facing[1]][facing[2]], 64, 64)
-- todo: animate the character on move
end
-- pos is camera position, meaning the map-relative player
-- position is pos + {8, 8}.
function _legal_move(pos)
return not fget(mget(pos[1]+8, pos[2]+8), 0)
end